Thank you! I think we’re finding our niche in “comfort spook” games, and I’m happy to hear we’re hitting that mark again. I’m glad you enjoyed it! :)
Incredulous Interactive
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Thank you so much!! Trashwing Crowchild was one of my favorite games from last year’s jam, so it means a lot to hear that you enjoyed Sunk. Night in the Woods was definitely our primary inspiration behind this game, and I’m happy that it showed!
Thanks again, and I’m looking forward to playing your entry from this year!
“The first thing you notice is the cold: a clammy, clinging damp, a shadow left out in the rain and now draped over your shoulders, dripping down your arms, chill breath stirring at the back of your neck.”
Tell It Slant is a beautifully written game that completely succeeds at building its atmosphere. The music, ambience, voice acting, writing, and art all blend seamlessly to perfectly tell a melancholy and haunting tale.
Burdock was one of my favorite games from last year’s jam, so I was excited to see that Butterfly Rocket wrote for this game in this year’s jam - and they did not disappoint. Well done to this whole team, fantastic work!
“The first thing you notice is the cold: a clammy, clinging damp, a shadow left out in the rain and now draped over your shoulders, dripping down your arms, chill breath stirring at the back of your neck.”
Tell It Slant is a beautifully written game that completely succeeds at building its atmosphere. The music, ambience, voice acting, writing, and art all blend seamlessly to perfectly tell a melancholy and haunting tale.
Burdock was one of my favorite games from last year’s jam, so I was excited to see that Butterfly Rocket wrote for this game in this year’s jam - and they did not disappoint. Well done to this whole team, fantastic work!
Wow, thank you for the kind words!! I’m so happy you enjoyed your experience playing it. I wrote this to help process a time of change in my own life, and I’m happy it’s been able to resonate with you and others as well :)
I’m sad to have missed the stream! If you have it up on VOD anywhere, I’d love to watch. Cheers!
This was so funny! What a great game experience! And the end credits made the payoff that much better. Nicely done!!
P.S. I caught 2 small typos and wanted to bring them to your attention:
- At the beginning of the game, it says “a few days into September”, which I think should be “November.”
- Also in the final scene (witch path), she says “charmed me to know end” which I think should be “no end.”
Found this thread while trying to look up the adjusted score formula. This system makes a ton of sense to me, from a statistics angle. Having been on both sides of the median in jams, I understand the “penalty” feeling people are describing though.
This is kind of a silly solution, but it could be effective to simply multiply all of the final adjusted scores by 20 to change the scale to 100 points. The adjusted score effectively becomes a “percentile” rank of sorts. It’s more of a psychological trick than anything, but the difference in scale might mitigate the direct comparison with the raw score that makes some people feel like they got a penalty.
Thanks for playing! I’m happy you noticed our accurate geography :) All of the photos can be taken with the subject fully in-frame! In the future, I think we’ll make that a requirement, but we figured for the jam, we’d rather have it be too forgiving than too difficult. We’ve also got some more puzzle-y plans for the Pose Select feature, if we decide to invest more into this game! Thanks for playing, and for the detailed feedback!
I love this game. It reminds me a bit of Tricky Towers, but I like that this is more meticulous since you can place blocks exactly where you want. I also love the you can nudge your stack around before you drop a block! It made the whole thing more puzzle-y than frantic. Visually, the game is obviously beautiful. The character reacting to your placements in real time is a delight. Absolutely fantastic job!
This was pretty fun! My first try I completely obliterated the whole block of stone haha. The gravity on the disconnected pieces was an extra nice touch. It would be cool to see that used as a puzzle-y mechanic (e.g. you have a gap in the middle and need to drop some stone into it to make the right shape). Good job and congrats!
This was a fantastic interpretation of the theme. There was a great synergy in all of the mechanics– I especially loved that you could shrink the enemies, stomp them, then expand their bodies to use as a heavy object. Really brilliant stuff. My one critique is that the jump velocity was a bit too intense. It would have felt more in control if the jump reached the apex, but in most cases I hit my head against a wall or the top of the screen. And from a QOL perspective, it would have been nice to click to autocomplete the dialog type-in effect. But none of that takes away from the excellent puzzle work and smart mechanics. Great job, and congratulations!