Thank you so so much. Glad you enjoyed it.
Circumpunk
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Great job! Challenging but fun and quite addictive.
I will admit I found this a little tricky at first to get my head around and things seemed to go wrong very quickly.
But as a result I found myself experimenting with my approach and had fun.
It is a little heavy on the information to read at first and I think some status indicators would help with the failure thing.
Nice work with this one.
Well...hehe, that's not quite the experience I had in mind for this game :-D. (Other than "THE PURPLE IS COMING HURRY HURRY NEED TO ESCAPE" of course. That is pretty accurate to what I wanted hehe :-D.)
But yes, I definitely have to make some adjustments, especially including to make objectives clearer and to add brightness settings.
Thanks so much for checking it out and for your recommendations.
I haven't had much time to work on the adjustments yet, but hopefully I will be able to get started on them soon.
Thanks again.
Great work with this! Its a simple but fun concept that works really well.
It was unforgiving though so being able to go back a step might be helpful.
Also I managed to glitch the rotation of the blocks a few times by roating them quickly, so instead of snapping to 90degree angles they started to be at odd angles in between.
I love the art and chill music too though.
Awesome job.
Nice job on this. It kind of reminds me of puzzle games like Portal.
I didn't get far with it though because I feel like I am missing a control to pick up the cube or something because I found myself in situations where I would need the same cube I had just used to press another red button later. But then there is a disintegration field or even steps in the way that don't let me move the cube over to it. If I could go up the steps and then pick up the cube from down below and drop it on the switch above then I would understand.
Scaling the cube up or down didn't help in that situation either.
Good job though.
I like the concept here, Its fun and could be extended to even more cool task. At the moment I think its a small demonstration of the ideas to come.
I would definitely like to see some cool music, sound effects and general feedback added though, as they would a go a long way to immersing you in the setting.
Nice job!
Nice work! This one is really well polished. The art and visuals look so great and once ai started to get the hang of the gameplay it really hooked me in.
Believe it or not though I was kind of nervous to upgrade my ship at times because I felt like it would make me a bigger target hehe :-D.
Really fun gameplay. Great job on this!
Many many thanks again.
Regarding the possession, there is actually a counter for it in the bottom right corner with the skull icon. Health is in the bottom left corner with the heart icon. I made them small to try and keep the HUD as clear as possible. (Maybe too small though :D)
As you mentioned though, clarity could be better for this. It should either explain this in-game or be intuitive enough to not to require it, so I will work on some improvements.
I am really glad you see some potential in it though. You know, there is actually a lot more game-time in this project in its current state, including two more endings. But so far I have not seen anyone play far enough which probably highlights the problems with it at the moment.
Anyhow, thank-you very much once again for all of your recommendations.
Many many thanks for checking it out and leaving feedback. I don't have much experience with the horror genre, so I find all of your recommendations very valuable.
This project was made for a game jam. When the jam finished I didn't really get any feedback on it at all, and so I submitted it here to get some more eyes on it.
I didn't actually have any plans to release this particular project on Steam, but I did have some horror project ideas that I would like to try and release on there in the future. So once again many thanks for the detailed feedback as it will definitely help me improve.
There are a couple of things that I am especially kicking myself over.
I definitely should have really added brightness options. My monitor really must be dark hehe ;D.
Good catch with some of the typos and grammar issues. I think I honestly must have rushed for the jam originally and didn't review the text again before I re-submitted. No excuse for it :D.
I had tried to leave as much as I could to the player to put information together (like a detective finding clues), but as you mentioned I think I probably need to add some more guidance or make objectives clearer.
Believe it or not the disjointed note you mentioned was actually intentional. I had hoped it would sound like the rantings of someone who couldn't concentrate, (or someone who was seeing things). It did tie into the story of what was happening at the trailer park, and it was supposed to come across as strange to the player.
Of course if this wasn't clear then I need to figure out a better way to present this.
Just some notes on some of the mechanics:
The knife was supposed to replace a standard flashlight. You equipped it when you need it, and to save your health, you unequipped it when you don't.
It was supposed to be a double edged sword type of mechanic. You can see more but are damaged as long as you are holding it.
HP and Possession are separate. HP is your health and stays constant unless you are damaged or holding the knife.
Possession increases when you touch the Rot.
It reduces back to 0 when you are no longer touching it. Again I will need to find away to make this clearer.
Still though, I thankyou so so much for checking out the project, and especially for taking the time to give feedback.
I'll work on sorting out the improvements on this soon. Maybe with tips like these it will be good enough for me to consider it for Steam in the future.
All the best.
Hey thanks so so much for sending over the VOD, and thankyou so so much for checking out the project.
Awwwww no, I am kicking myself for not including brightness controls in the options.
My monitor must be just dark hehe.
I will definitely add some options for that once the jam is over.
I didn't want to hand hold the player too much, and so a lot of objectives reveal themselves through the notes and information found around. On the VOD Luna moves quickly through and so unfortunately did miss some clues.
But I guess this does show that I will have to think of a way to make progression clearer.
Thankyou so much for the feedback.
Many many thanks! I am so glad you enjoyed it!
Yep I think the blur could definitely do with being toned down or removed. I originally had more screen based feedback effects planned but didn't have time to implement them. It seems like that was a good thing or it might have been even more tricky to see.
I am so glad you enjoyed the narrative too. I'd wished I had had time to use voice actors though as well.
You know I actually added the pylon area before the boss because I was worried the game was too short hehe.
Anyhow thankyou so so much once again!
Thankyou so so much for checking it out! I am so glad you enjoyed it!
Yep I definitely agree about camera angles, I especially think the position that the camera switched to while aiming definitely needs some adjustment.
I think I kept the challenge relatively light leading up to the boss because of the dialogue, but I reckon I should probably work on the balance a bit more too because there is a bit of a difficulty spike.
Thanks so so much once again!
Looks great so far especially in the voxel style. I just had to stare for a while admiring the intro screens.
One thing I noticed is the camera movement by default was very sensitive, I don't think I checked whether it was possible to adjust it but it was something I had to get use to while I was playing.
Great work though!
Oh my word I loved this so much!! You captured that old school comic style perfectly, with the intro AND the gameplay. Absolutely fantastic work on this!! I loved the visual style , presentation and fantastic theme song .
The only thing I could suggest going forward is maybe it would feel better if the game used the mouse as its main controls. i.e pitching and moving left and right with the mouse movement and firing with the mouse buttons.
Great job!
Oh noooo! I thought I had fixed the cursor thing. Just my luck, I had to do another fix yesterday for something else and I must have brought the cursor back somehow. Kicking myself.
Unfortunately I am away from home now so I won't be able to resubmit before the deadline. Maybe I'll see if I am allowed to sort it as a minor fix later. I guess it's in the hands of the Mecha gods now.
Many many thanks for checking it out though FlobbaDob. So so glad you had some fun with it! And thanks so much for the feedback too.