Really great sense of humour (it was a lot of fun finding out which reference I'd get next)! The voice acting was a really nice touch as well! :D The rampage segment at the end was a lot of fun, and I like the collectable aspect with the possibility of going through and collecting all of the available Frankenstein parts. I did almost get stuck behind a table at one point (I was in the building that has the Ghostface mask in it IIRC), but I managed to get myself unstuck with a bit of wiggling XD I also liked that the game saves what you've collected so far if you die, which I did once, so was happy that I was able to keep my progress :) The graphic style has a really nice charm to it. Great job!
adamskipadamski
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Really nice chill game :D I thought the art and audio were both very charming, and I liked that you could interact with a lot of the items in the world!
I'd sometimes end up going back into a room after coming out as a result of trying to get myself into the right space to walk down the various hallways, but it wasn't a major issue and didn't detract from the experience in a meaningful way for me :)
The secret party was a nice touch XD
Great job!
I haven't beaten this game yet but I intend to go back and give it another shot! XD
I really like the controls and felt that as I played more I was getting better with them, and as a result was able to get through things much quicker than at first which gave the game a nice speedrunning element. I really like the graphics as well, I'm a pretty big Geometry Wars fan and they reminded me quite a lot of that game :D The audio fits in really well and I like the difficulty.
It took me a little while to realise that I had to essentially scan the walls to find the secret rooms, but once I realised I didn't have any other issues.
Great job! :)
Thanks for the kind words and feedback! Glad you enjoyed it :)
We had planned for the shop management aspect of the game to be more fleshed out, but we ended up having to cut back on it a bit due to time XD Once the jam's over we're planning to at the very least patch the issues we know about, but if we end up looking into releasing a fuller version of this game then we might end up looking back into the shop management stuff again (and possibly adding more impactful choices) :) We'll have a look into the issue you've noticed around the books resetting if you restart the day (think that's a new one! XD), and we'll look into the safe interaction/experience as well to see if we can improve that too. Regarding the purpose of the stuff in the safe, it's just lore that ties into the hooded figure's storyline as you've suggested (it's not a critical piece though) :)
Thanks for playing! :D
Thanks for the kind words, glad you enjoyed it! :D
Managing to get it all finished in a month was a bit of a challenge in the end, haha XD Think we managed to pull it off though :) We did have plans to expand on the shop management stuff that's in there, but had to limit it a bit due to time. We've spoken about maybe taking this one forward and expanding it into a full game, just have to see if that becomes reality! :D At the very least we intend to patch a couple of things here and there that we've noticed :)
Thanks for playing! :)
Great game with amazing art and audio! Really enjoyable puzzles to solve, and an engaging story. Would have happily kept playing if it were longer :) Great work! :D
P.S. If you're notified of extra comments that mysteriously disappeared then that was me, sorry (accidentally submitted the form several times, should have deleted my duplicates though)
Great cosy game! :D I really liked the art and characterisation of the various crits! The characterisations were in-depth enough such that you could reliably find the crit in question, but also left enough to the imagination so that you'd have to do a bit of detective work before choosing :) Great job! :D
Thanks for the kinds words and feedback :)
We're thinking we might make a couple of updates to the game post-jam, part of which might involve optionally putting a bit more emphasis on the shop management side of things. Hopefully that would help keep it more engaging in the beginning while it gets going :D Yeah, I think there are definitely some improvements we can make from a 'tutorial' perspective to help guide the player (especially in the beginning). That's something else that we might look into adding :)
I'm glad you enjoyed the interactions, none of us are novelists so it was a bit daunting going for a game so heavy on dialogue XD
Thanks for playing!
Thanks for the kind words and feedback :)
I like your idea around text decoration to highlight important aspects in the dialogue. We plan to tighten up a couple of things post-jam, so maybe we'll have time to look into that! :D We were hoping to have the shop management system play a more important part, but due to time we ended up having to pull back on that a bit. That might be something else we look more into post-jam, and would maybe help keep the player more engaged.
Thanks for playing!
Thanks for playing, we'll keep the amount of dialogue we have more in mind next time :D
Regarding collecting missing items at a later point, that should be possible from the main menu. Clicking 'Continue' should take you to a level select screen from which you can choose to replay any level you wish. Now that you mention it though, we never say that this ability exists in the game. We'll have to have a think to see if we can come up with a way to make it clearer :)
Thanks again for playing!
Very cute game! :)
I liked the art style a lot, and the music complemented it nicely. It was very relaxing to play, and I enjoyed the puzzle solving aspect of it. The characters were all memorable and had cute designs :D
The way in which you pick up tokens from objects in the world wasn't immediately obvious to me, but once I'd worked it out I had no issues :)
Great job!
Very fun game! :)
I really liked the art style. The use of voice acting and cinematics was cool, too :D As far as gameplay is concerned, I enjoyed solving all of the puzzles, and thought the shooting and platforming both felt really good! I liked the story and the surrealism that the levels take on as you get further and further into it :)
Great job!
Really fun game! Reminded me of the insurance fraud minigame from Saints Row :)
The art style and music were both really nice, and the air control felt great! I also like that you can finish your last combo even if the timer expires during it, so there's no cap on the amount of money you can earn XD
A leader board for ranking players by the amount of money earned would maybe be cool (even if it's just a local leader board so you can track your own earnings), but otherwise I can't really think of much that I'd change :)
Great job!
I'm a big fan of platformers and this one was great! :D
The controls felt very tight with no floatiness, and the addition of the dash allowed for a good amount of depth. I think there's a coyote timer in there as well (?) which made timing jumps a lot more satisfying since there was a bit of leeway :)
Great job!
Thanks for the kind words, and the very thorough feedback! :D
I'm very glad to hear that we managed to pull off a rhythm game, it's the first time we've done one so there were a few things that were new to us :) Yeah, we felt adding a story was important to help tie all of the scenes together. Without it I think it feels like you're just randomly jumping from one place to the next, which is fine but I think having a narrative helps to drive it a bit more. I think the 'hub' functions in a similar way in that it puts level select and the likes in the game itself instead of just a menu.
Regarding difficulty we always like to try and keep things more on the forgiving side e.g. having pretty wide time windows to hit notes, while still offering a challenge should the player want it e.g. having variable difficulty levels. As you've alluded to, these ideas are also present in the lack of level failures. There are medals that the player can grind for if they wish, but they're never punished if they have a lot of trouble with a particular level (there's even the option to skip it from the pause menu should they want to). The scoring mechanism is also built with these ideas in mind. The player is rewarded with high scores for building combos (which prevents players spamming all the notes and achieving very high scores) but they never lose points for missing, the combo just breaks (so they can still spam if they want to, there's just a slight penalty). Not displaying the missing notes may have been a happy accident though, I can't remember whether that part was intentional haha! XD
Thanks again for the feedback, there's a lot of ideas in there that we'll be able to think about and use in future games! :D
Really glad you enjoyed it :)
Really good game! :)
All of the minigames were both funny and well done, and the achievements were a really nice touch too. A coyote timer would have been nice for the levels that were heavier on platforming, but that's super minor.
I'm very happy to see that fishing keeps it title as the best way to farm gold in all games, haha :D
Great job!
Great game, felt very polished! :D The gameplay was fun, and the art and sound were really good. There were a few small things that I had issues with, but nothing major :)
It would have been nice if there was an ability to toggle view cones on/off enemies to help make it clearer where the player can and can't go, and the controls also felt a little finnicky sometimes when trying to line up shots too. I liked the star rating system, although it would have been nice if there was an indicator as to how many shots are required for each rating so you can plan the level out.
Nice job!