Thanks a lot :) Ah yes, the iron ore is a bit hidden, but the map isn't random, so failing on the first try and remembering where the vital resources are for the second attempts is part of the difficulty (at least in this demo, since the maximum playtime is maybe 10-15min).
GDuath
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Thanks :) Interesting, I know you can click resources in the darkness (too little time to implement a check there XD), but allocating workers shouldn't work without a valid light source around (i.e. they will get deallocated immediately with no resource gain). As for knowing what can be harvested... basically everthing that is not a barren tree is a resource :)
Wow, thanks a lot for the review, I feel really flattered :D And thanks for the feedback - the mouse sensitivity didn't seem an issue on my PC, but I admit I mostly tested with a gamepad, so you may be on to something! The time didn't allow for the implementation of a settings screen, so that is something I might actually add when the rating phase is over.
The enemies are also something that could be improved with more time, absolutely, as is the punishment for dying. I'm glad it didn't frustrate you too much - adding chackpoints might be a great solution that I could add along with the settings. Thanks again!
Absolutely, the enemies are only a quick draft, mostly because getting the pathfinding to work in a chunk-based infinite maze took a good portion of the development time. Linking visibility to a flashlight was actually in the first version, but turned out extremely confusing and would have taken a lot of playtesting and tweaking. Thanks for the feedback :)
That is a very valid point. I've pushed version 1.01, which now includes a photosensitivity warning right before the main menu. Thanks for pointing it out :) As for the plot - this is pretty avantgarde, so there's no real plot except for the exploration. Just google, you'll find the poem easily if you want to know the rest ;)
The graphics and atmoshphere in general are very well done - 10/10 for the horror theme. But to be honest, I haven't quite figured out what the overall objective of the game is (other than fail miserably at running away :), or if there's even a way to beat it (as the other comments suggest). Still, from a visual perspective, nively done.
This is probably the most polished game of all submissions. Rock solid concept, well themed, great visuals, nicely embedded tutorial, challenging but not unfair... if you elaborated on the mechanics and spruced up the environment, this could very well be a sellable game. Can't do more in one week - I'm a bit envious :)
It is definitely scary, and I do like the grungy visual style. The notes/rules hint at some cool game mechanics, but I wasn't quite able to really discover them while playing due to some buggy doors (I didn't even realize I could leavy my room because the door wouldn't open the first time I played :)
10/10 for the horror theme! Couldn't finish the job because I couldn't figure out how not to die since the ghost always moves as fast as me :) Also noticed a few issues with the AI pathfinding especially around doors. Apart from that, the fact that needed items are randomized potentially makes for great replayability. Good concept overall, enjoyed my time as a ghost mover!
Loved the setting and the art style, and especially enjoyed the fact that everything is presented in rhymes. The phantoms give game a horror twist and a bit of a challenge whithout being unfair. Plus good choice of music and effects, a UI that works well, no notiveable bugs, and the surprise endings that made me play several times - really nothing to complain, great work!