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hey that was pretty cool!

a very short game with simple gameplay and a straightforward story. feels like it would've been really easy to overcomplicate things but it knows what it is and pulls everything off really well. i got stuck a couple times at the start but overall i was never lost and always knew where i had to go next, which can be tricky but it's done great here.

the visuals were really neat. i'm a sucker for both extremely complicated pixel art, and also the really simple and clean kind (both can be equally hard to master, people!). that, mixed with the font and ui, give the whole thing a really nice retro vibe. it even felt at times like an obscure (in a good way) title i'd be playing in a gameboy haha.

SPOILERS:

there's a bunch of segments i could highlight: the reptile things following you sometimes when you leave an area, the laboratory part where you have to follow precise instructions (i'm a sucker for those kinda minigames lol), the oxygen system that makes you tense but doesn't require constant attention, the final chase scene which was really cool and adrenaline-pumping... it all comes together for a really neat package.

if you accept criticism, like i said i got stuck a couple of times at the start. i didn't know how to enter the facility and it took me a while to realize i had to interact with the broken fence. maybe it'd be solved by making the broken part more obvious? and while like i said the final chase is really cool, it got a bit annoying dying again and again and having to repeat it. but that's probably just skill issue lol.

overall this was a really good game, and a super unique take on the theme of the jam! honestly it makes me wonder why there aren't more games about exploring a barren land in the dark, because it's such a cool concept and it's pretty effective here.

(+1)

We are very glad to hear that it evoked these feelings in you, as they are exactly what we aimed for, especially regarding the graphics and the overall simplicity of the game. We greatly value all opinions and criticisms; they help us improve, and we definitely take them into account!

SPOILERS:

Regarding the broken fence, we weren't sure if it would be clearly understood, but we have noticed that some people get lost at this point in the game. Therefore, we have decided to widen the gap a bit.

As for the final chase, the AI in RPG Maker is quite peculiar, and its movement depends on the player's movements. If, upon leaving the center, you move slightly to the right and then alternate between moving down and right while following the path, it's fairly easy to avoid being touched by the enemies. We understand that it is a difficult part, but since it is the end of the game, we wanted it to be challenging.

Thank you very much for playing and taking the time to leave us such a detailed comment. Receiving such positive feedback really motivates us. :)

i see! glad to hear you improved that part of the game to make it less confusing :>

and yeah like i said me dying again and again was probably my fault lmao. thanks for replying!