Great pacing and atmosphere! :)
dunkelgrau
Creator of
Recent community posts
Very impressive! Right the start hooked me. It was very cinematic. The level design was amazing and the atmosphere was on point. The only thing that was a bit underwhelming was the caught-cutscene. And for me personally, it could have been way darker - this would have also made the flashlight more useful. :)
Nevertheless one of my favourite submissions for the Franken Game Jam.
Very nice that you went for a horror game in the Franken game jam! Really appreciate it. Besides that it had some technical and game design hiccups, I see a lot of potential in the idea.
One thing that could be improved, is the pacing. The game leans into the horror atmosphere right from the start, with all the effects/ambient background already on. You’re already burning a lot of powder here, that you could use later on to build up. For me it also was a missed opportunity that the locked room was empty. I would have expected an unique story beat. E.g. a hint what happened in this family. But the flashback visuals were also amazing, as was the level design itself! In overall a very cool submission! :)
P.S.: If something makes no sense, maybe it’s on me. I played it on Linux in a virtual environment.
Nice atmosphere! I also loved the level design, felt very skyrim-ish and eerie. :) Unfortunately I got stuck, after I found the golden statue. I found another character trapped, but was not able to free them or get past them.
One thing that I missed, was the sound of my footsteps. But that could be on me, since I played it on Linux on Bottles.
Nice to see a Vermis inspired game - Especially imitating the “print” optics of the book. I also fiddled a bit around to reproduce the look as a side project, so I must say, you nailed it quite well! :)
Unfortunately my decisions in the game had no impact at all? But I must admit, it would be hard to design and implement impactful decisions for a 48h game jam entry.
Nevertheless a cool and inspiring game!
A common way would be to show what is required and highlight the still missing parts in red. That could mean that you show the base icon with the necessary resources (x trees, y stones) and color the missing resource in red. Or in case of the converting, a red base could be shown. Although this would not solve all problems.
At some point of time the game must communicate, what is the goal of the game. For a jam game the simplest solution is a wall of text.
Nice mechanics and idea, but it’s lacking an onboarding experience. I needed one run to figure out, what can and should be done. In general only having an icon is ambigious. An text overlay, what a key press does or why something is currently not possible (building a base, converting someone), would help a lot.