Honestly, reading the feedback here makes me sorely wish I halved each level's pace. There's a ton of unlockable weapons and a few new enemies, as well as bigger waves, but I don't think anyone's playing far enough to see that. It's a learning lesson for next time though :)
2clawzz
Creator of
Recent community posts
I didn't take a peak at any of the itch profiles, but this isn't your first rodeo making a horror game, is it? The pacing and tension build up is great here. I absolutely dreaded answering the phone, and the changing motel is a really cool concept. My only real feedback is that having a bit more direction would've been great for the player, I found myself pixel hunting for interactables. Great work!
The art and visual style of this is really cool. It does more than nail the ps1 feeling, it also manages to find a really neat visual identity of its own. I echo wanting the option for manual aiming, but I'm so in love with the visual ui element of the ammo counter that I don't think it's much of a problem. Good work!
This one looks great! You've really cultivated a great and creepy style. The menus are a bit difficult to understand, and I found myself floundering a little bit to get my bearings on what's going on, but once I found the appropriate buttons it was really fun. The difficulty is a bit overtuned, but this really oozes style! Great work!
Thanks for your question! I went ahead and found a list of English words onine. From there, I just wrote a python script that filtered for 4 letter words, and then saved the output as a JSON file. I did some manually adjusting to add missing words that some of my friends who play tested found, after.
Thank you for the really thoughtful feedback. I never considered I could've gone 6x6 on the grid, that would've opened up my options considerably. I also thought there's no way I could've composed worthwhile music with a single sound channel, but a lot of the other submissions here definitely proved me wrong. Thank you again!
This is really cool! It's neat how you took the souls formula, turned it on its side, but kept the slow, commitment-style swing and rolling. It's a perfect jam game in which you explored a really simple idea well! Great job with the hit feedback too by the way, the connecting swings have a lot of meat to them, and I recognize that was probably a difficult thing to do in the constrains of the jam.
I think this is a really, really cool idea that unfortunately feels a bit big for the NOKIA 3310 limitations. It's difficult to tell what's going on, but I like the way you tied cell phones into the jam as a mechanic, and the low resolution adds a lot to the atmosphere. The thought system when calling victims is REALLY cool. The whole thing reminded me of Suda 51's experimental era. I'd really love to see another crack at this idea, because there's definitely a vision here.
My first turtle was my practice turtle (RIP), but the second one made it to the water! It was a little tough to tell what the turtle wanted, I felt like sleep and boredom looked kind of similar, but that's part of owning a pet that can't tell you anything. It was cute. Neat, short, and sweet take on the theme!
I think the idea of a early 00s rhythm game is really neat! I really appreciated the minimalistic approach of a single channel for melodies. I think I would've liked to see a countdown for the songs, and the text scrolled way too fast for me to read it. That said, I think commitment is the key quality here! It's incredible you went ahead and made a guitar hero-like in such restraints.
What unlocks the locked menu option? I think I saw a heart on both songs. I'm curious!