Fun and challenging! Great job 😄
Dream Jam Games
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Thanks a ton for playing FRAYED! We loved watching your video, it looks like you put a lot of effort into the editing, it was super awesome!
We are currently working on updating and polishing the content, and hope to release the game on Steam sometime in the future, and your video is a great help for identifying where we can improve the experience.
So thanks again for playing, it means a lot to us :-D
Play FRAYED here: https://dream-jam-games.itch.io/frayed
In FRAYED, you play as George, a farmer who wakes up in a tool shed with no memories of how he got there. Your task is to complete the ritual and end the curse.
Features:
Unique Horror Environment: Explore the farm and try not to get lost among the tall corn stalks. Watch your back and avoid loud noises. Something might find you.
Physics Puzzles: Grab, throw, pull, push, turn. A tangible world of objects and puzzles are waiting for you to solve them.
Uncover the mystery: Read notes and investigate environmental details. What happened on the farm? Where is your brother William? The clues are there. Will you find them?
Additional features:
- Game play loop of 30-45 minutes.
- Easy mode, Normal mode and Hardcore mode.
- Can be played using a mouse and keyboard or controller
We plan to develop more updates and improvements to the game in the future. We love to hear what you think :-)
That really means a lot! We were lucky to have a lot of time for polish and balancing adjustments for this jam, so we decided to utilize the full period for once. Thank you so much for writing such a nice comment, it is super awesome to read! I'm also really glad that your gameplay experience wasn't totally ruined as the performance of our game isn't optimal on Mac. We spend the last couple of days really trying to push out every bit of optimization we could, and giving you folks all the options for adjustments so you wouldn't be left out.
Thanks for playing! :-)
Hahaha that's a good point. It is definitely becoming clearer that there are a small hole in the gameplay loop in the beginning of the game, before the customer count is increasing and you have multiple cauldrons or recipes. It is definitely something we will iterate on going forwards.
Thanks for playing and commenting :-D
Thank you so much for such a nice comment. It really means a lot! We are happy that the tone and gameplay have resonated well with you, we spend a long time trying to tune the flow and mechanics. It's true that throwing is a bit wonky, but if it is any consolation it used to be several orders of magnitude worse. There was a point where throwing had no honing ability, no added force and the hit box was waaaay smaller. Going forwards we have talked about maybe making some indication or pointer of the relative throw direction, to give the player an idea of how the throw will be.
Anyway, thanks again for playing and commenting, it is super inspiring to read! :-)
Thanks a ton for playing and commenting, it means a lot! We spend a lot of time trying to hit the right balance of removing control from the player, but then giving them alternative ways to play the game. As there is still room for improvement we will take your feedback into consideration if we are to continue working on the game.
Thanks again for playing, I hope you've had a great jam! :-)
I see what you mean, the furniture can be a lot, especially when they get thrown around like crazy. In a previous version we had the player character be knocked back every time they touched an obstacle, which made the game super clumsy. We still have a way to go before we properly nail the game feel, but it's a step on the way.
Thank you for playing and commenting :-)
We really have to prioritize fixing the mac version! We fought with tooth and nail the last days in order to do everything we could to improve the performance for the mac users. It means a lot that you like the game, even though the general experience might have been suboptimal. A cooperative mode would be wild!
Anyway, it's nice to read about the game perspective from a mac user, as I was afraid the performance would be too bad for the game to even be playable. Thanks a ton for playing and commenting :-)
I agree, we realized early on that we had created a "hole" in the gameplay loop, each time the player had to wait around for a potion. We had hoped that for most circumstances, the fact that you could push around furniture and throw around ingredients would be engaging enough, but those are all surrounding features, and not really adding anything to the main gameplay loop. Having the clients rummage around is a great suggestion that we definitely will look in to, if we are to develop the game any further! :-)
Thanks a ton for commenting and playing our game. We hope you've had a great game jam :-D
Hahaha thanks friend! Naming a game is always hard, we had a bunch of different names considered, like "Brew Brawl", "Apothecary Apprentice" and "Potion Party". For the longest time the itch draft page was just called "The Wacky Wizard Shop" until we decided to find a proper name :D
Thank you for playing, we are happy you liked our game <3
Hahaha thank you so much! The late game balance was a progression challenge we spend a lot time trying to get right. As a large part of the game is relying on the chaotic nature of physics it's very difficult to avoid that those annoying moments can happen. Hopefully it didn't ruin your experience completely :-)
Thank you for playing, it really means a lot! <3
Hahaha it is super awesome that you acknowledge that small character element! It is what you could call a happy little accident. In the early prototypes of the game, the apprentice would stand still when reaching the mouse pointer, but it really didn't have the right feeling of urgency and chaos, so instead we gave them a continuous force so the player could never stop moving!
Thanks for the kind words and playing our game, it means a lot <3