Thank you! I have Michael to thank for the art, I’m just the programmer. Actually Michael should be credited for most of the game’s idealization, I just executed it.
Aleksander
Creator of
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Sure! Just keep in mind that I really liked the game and this is all constructive criticism. All those issues are pretty minor. But here’s a list of issues I remember:
- The collision boxes weren’t quite perfect. Tbf this happened in all other games, including mine. It’s a nightmare to get the collisions right in the engine. But you could have mitigated this by making the fences slightly more open and some objects slightly more distant from each other.
- At first I didn’t find the path to the woods. I followed the written directions so I found it after a short while, but I wish there was a clearer visual cue on the map.
- Sometimes you could keep walking even during dialogues. Honestly I don’t know how that happened, cause this was supposed to be blocked by default. Did you uncheck the “block hero on reaction” box?
- The rain effect was kind of weird. This is 90% an engine problem, but maybe you could’ve used a bigger raindrop image? Not sure what would’ve worked better tbh.
I love the overall aesthetic and mood! I’m also super pleased that you used the realistic water plugin and even managed to blend it quite nicely to the environment! Well done! About the minigames, they were fun (even though I sucked) but I’d assign different action buttons to them. Overall a really fun experience, congrats on the submission!
There’s one hidden detail on what you should do to get a good ending, but given the time constraint we didn’t add any hints.
Spoiler
You're not supposed to fight back the ghost, just end your turn every time. We were planning on adding an extra section to send a message about de-escalating conflicts and that'd mean you don't have to fight back the monster, instead you should try to understand it first. But oh well. We didn't manage to *actually* put this into the game.Thank you! RPG Paper Maker has native 3D and I wanted to test how far I could push it for this jam. When I found out there was an unofficial RPG Maker “clone” with native WebGL that runs on three.js and has way more customization options for programmers, I simply had to try it out. I’m even thinking of reusing it for Scream Jam! Either that or Godot.
The graphics and the main gimmick itself were incredible, and the game was pretty light overall since it was made on Godot, so that’s a nice bonus. I didn’t really like, however, how long it takes to dig to the next point, and how faded the mining spots are on the map. Idk, maybe the other games I played were too quick, but it felt contrasting compared to other submissions. And I’d have done the final jumpscare slightly different, it didn’t feel scary because I already assumed I’d die in the end and each transition to the next point felt less immersive. But maybe that’s just me. Overall I really liked the atmosphere, and the tone was set just right. The story was refreshing and original too, even if it was told in two paragraphs. Congrats on the game!
The game started off really well with the fluid animations, and the platform elements were really fun, but you could’ve implemented a hitstun or something similar for the skeletons. You had a lot of potions lying around tho so it’s not a big deal. I really like the jump “physics” too. I just had higher expectations for the “scary/spooky” vibe. I love platformers, I love spookiness in general, I was hoping these elements were mixed together in a better way. For a one week jam, tho, it was a great game!
Ok, I managed to beat it, but I’m not even sure I’ve properly decoded the code… It’s all binary, I converted it to ASCII, then tried different combinations (don’t wanna spoil it to people who haven’t played it yet). I must’ve done something right since I beat it, but the clues could be a bit more obvious for a jam. Either way it was fun to play, congrats on your first jam!
Started the game. “wake up, it’s your birthday!”… It is actually my birthday lol. Anyway I really like the game, it was somewhat predictable but I enjoyed it a lot. I mean, when you see a talking doll you know things are going south from there. The assets are really well done, the voice acting is good, everything is concise and overall works really well. Congrats!
When I saw “select language: Portuguese/English” I immediately went “aqui é Brasil, caraio”! Really well made game, the jumpscares were spot on, and the monsters appearing only after you complete a certain number of objectives was a good decision too. It just took me longer than I’d like to admit to find the last trash bag haha.
Thank you! Yes, the camera isn’t perfect yet, if I enabled it to rotate freely I’d have to do something about the walls in front of the camera. Ideally I could make them disappear if their normals match the camera angle (they’re double sided), but I still have to polish my shader to enable that. I hope it can be done before the next jam!