Thank you so much! We worked really hard on creating the game universe, and it means a lot to hear that you found it stunning. We're truly grateful for your kind words!
AndresTapa
Creator of
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Thank you so much for playing our game and for your kind words. Your comment about the dimension was unexpected and incredibly heart-touching—I almost teared up a bit. I put so much of myself into making this game, and hearing something like that means the world to me.
Death is never an easy topic to tackle, and it has to be approached with a lot of respect. Thank you for noticing that and for taking the time to share your thoughts.
Nice game! I was hooked from the beginning, but it felt a bit slow at times—it took too long to complete small actions. Maybe adding a skip button to auto-complete text or buttons to select inputs would help. Having to type fixed inputs breaks the immersion a little.
That said, it’s a great submission! Amazing work with the tic-tac-toe—I was surprised to find one here. Text-based games are always hard and time-consuming to make, so kudos to you for pulling it off!
Thank you so much for your kind words! I’ve actually never played Limbo—only Inside from the same studio—but I keep hearing people say it feels like a ‘family-friendly Limbo.’ xD That’s totally fine, though! It’s a fantastic game, and I’m honored that mine evokes that comparison.
I really loved your interpretation of the story! There’s no one ‘correct’ interpretation—we had an idea in mind, but we intentionally kept it open so that everyone could find their own meaning. It’s amazing to see how people connect with it in different ways. Thank you again for playing and for such thoughtful feedback!
Actually, I’ve never played Limbo—only Inside from the same studio—but my inspiration actually came from Ori and the Blind Forest and Planet of Lana. That said, everyone keeps telling me it feels like a ‘family-friendly Limbo,’ xD. That’s totally fine! Limbo is a great game, and I’m honored that mine gets compared to it. Thank you so much for your kind words! I hope to keep improving and making even better games in the future.
Such a fun FPS game with a vibrant cartoonish style and dynamic gameplay! The visuals and fast-paced action really stand out and make the experience super enjoyable. However, I noticed that when particles appear for the first time, there’s a noticeable frame drop. It’s something to look into, but overall, it’s a fantastic game! I’d recommend using ResourcePreload
to load the resources before they’re used in the particles—I hope that helps!
I’m so glad you liked it! It was a ton of work, and while it’s a bit short, hearing that it felt calm and relaxing means we nailed it.
As for the controls… yup, that’s probably my fault. It feels really odd for me to play a platformer without using the arrow keys, but your point makes a lot of sense. I’ll definitely make the controls rebindable once the jam is over. We’ve received so much feedback that we’re already thinking about adding some small updates!
Really fun game! I really enjoyed the dynamic feeling while playing. The coherence between the art style, music, and gameplay is spot on—such a great choice! In the web version, though, it runs with low FPS. I think it might be related to the shaders, as the FPS drops to 0 whenever a bullet or an enemy appears.
Thank you so much for your thoughtful feedback! I’m really glad you enjoyed the monochrome palette and the parallax background—it’s great to hear the effect worked well. The cutout/puppet style animation was a strategic choice because it allowed us to add more animations on the go while working with just one drawing of the character. We wanted to focus on creating simple and solid mechanics while emphasizing the feelings we aimed to convey.
We’ve already fixed the box issue, and it will be updated along with some new content once the jam is over. Thanks again for playing and for your kind words!
If you press Z, it can be skipped at any time before the text is displayed. We’re really glad you enjoyed the graphics, animations, audio, and atmosphere! That was exactly what we aimed for and worked hard to achieve. The delay isn’t supposed to take that much time, and we’ll definitely work on making it shorter in the future. Thanks for playng our game :D
Yes, we did! It was a lot of hard work. Our goal was to create a simple story-driven game with a stunning experience, combining good graphics and fitting music. Given the time constraints of the jam, it was extremely challenging, but we’re proud of what we achieved. I really appreciate that you noticed!
I’m not sure if I played it the right way, but it turned into a clicker game for me—I just kept rushing and pressing the buttons until it evolved and progressed. Now I’m trying to remember if my Tamagotchi used to feel like that too... Anyway, it’s a really cute game with sharp interpretation of the theme and adorable graphics. I loved playing it!
Thank you so much! n.n We're really happy you enjoyed it! The art and music were a labor of love, and it’s great to know they resonated with you. As for the translations, we put a lot of thought into making them feel meaningful, so your surprise means the world to us! This project is very special to us, and we see it as a collective effort where every little detail contributes to the whole experience. Thanks again for your kind words!
Hi! How are you? First of all, thank you so much for taking the time to play our game and for leaving such a thoughtful comment. For me, this is an important learning opportunity, and your feedback is truly invaluable.
I really appreciated all your comments, and I agree with most of them. However, I feel I should share some of the thoughts and reasoning behind certain aspects of the game.
It didn’t feel hard to connect when I thought about the metamorphosis of the soul transitioning to the afterlife. However, implementing that concept in the storytelling proved to be quite challenging. We tried using elements like the stones and the 'god voice' as small clues to hint at what was happening, but it didn’t fully land as intended. As you mentioned, by the end, one does understand what’s going on, and it’s okay if it felt a bit forced. We’ll definitely work on improving that once the jam is over.
Well, this is a tricky one—I thought I could get away with it, but you caught me! Let me explain. I’m not an artist, but I do know a few tricks. I spent a lot of time researching landscapes I liked and created a mix of those in Inkscape, following one strict rule: only 8 colors. No more. This approach makes things simpler because you can focus on contrast and gradients without worrying about textures, as there aren’t enough colors to overcomplicate it. If done well, you can achieve stunning results.
That’s why I made these design choices. It also helped convey the mysterious feeling we wanted. The very first image already tells a story: it’s a forest, it’s night, there’s a girl... but something feels off, like something is happening. However, I agree with your point about readability and will definitely consider improving the contrast and visibility of interactable elements in future updates.
There are two key aspects here: good in-game responsiveness and polished mechanics. These always come down to a mix of passion and time. In a game jam, passion is abundant, but time is limited. We truly did our best, and yes, it does feel a bit clunky at times. We've already marked this as a priority to develop and improve in the next update.
For the box, yes, it didn’t work as well as intended. The idea was to include more puzzles, but, as I mentioned before, it all comes back to the ‘time/passion’ balance. Unfortunately, time won that battle. Nevermind, though—we’ll definitely work on improving that in the next update!
I feel really happy that you noticed that! It’s actually a poem I originally wrote in Spanish, my native language, and later translated into Latin. After that, I invented a phonetic system—for example, words like 'soul' and 'light' are represented by the sound 'LUM.' Finally, I assigned these words to runes to create a unique and mystical language. I’m so glad the peaceful and spiritual tone resonated with you—it was exactly the intention!
Sorry for the long response, but anything shorter wouldn’t have done justice to all your amazing feedback. I also wanted to share a bit of what’s behind this work. I really appreciated your comments—see you around! Feel free to ask anything or share more of your thoughts; I learn a lot from them.
nice game! we made one a bit similar, and we struggle with one thing that i saw you could made, how did you make this total light occluder? in our game, when we light a texture of a wall it cast shadow but the other side of the wall is iluminated too, when should be total dark, any way. Love your game, i liked to see we implemented things in some same ways.