Hey there Neo_Kesha,
Thank You very much for the feedback!
Could You please describe where, how, when and what kind of lags/bugs did You encounter? We're currently in the process of developing "We Dread 2.0" with a lot of new content + bug fixing, so Your guidance could really help us make that one even better.
Looking forward to hear more from You,
- DIVAN-Team
DIVAN-Team
Creator of
Recent community posts
Very cool. This feels like a blast from the past in the best way possible - the game resembles both modern puzzles like "Peace, Death!" and classics like "Neighbours from Hell". I can easily see this being developed into a large project with many plotlines and characters - You've managed to get me attached to those guys in the game of this size, so, if this project's ever to grow bigger, I'll be there for it day one!
A definition of a compact fun video game - just the kind we all liked in early 2000's. Everything's well animated, graphics are soft and minimalistic, which makes the game being able to be both crowded with details yet not overloaded visually at all. Perfect balance to achieve a clean visuals in a game where a lot of elements must situate in one frame at the same time.
Great job!
Hey there Nik,
Thanks for the feedback and all the praising words, we value it a lot!
You're right, one of the messages of the game is that choosing violence instead of communication puts one in a perpetual circle of agression, leading nowhere, in which the person will spin as crazy without a moment of settling down properly -- just until the gruesome yet well predictable end finds him/her.
Cheers from the DIVAN-Team!
Thank You very much! We did our best in the short span that was available.
There's even more content actually waiting to be implemented in the future version of the game! If only we had more time to code it in :) The decision to cut content to streamline the game for the Jam was a hard one, indeed - so seeing the praise to what made it in the game means a lot to us.
- DIVAN-Team