I see. Feel free to update me on that when you can. Have good one!
Kim Vu
Creator of
Recent community posts
I was surprised at how many surprises this game had. The change in tonality with the art and the music worked great. To me, it felt that everything was done with lots of love and care - and that in such a short time. Overall, I had a genuinely good time playing it. I will surely check out your other games as well.
The game could have greatly benefitted from a few more sounds; especially for those opening doors. The footstep sounds felt a bit out of place at first, but then I thought of the whole scene as a nightmarish world anyway; so that worked nicely for me.
I was genuinely creeped out the first time, I looked back and saw those creatures. You did a good job creating a vibe of uneasiness. The switch to a FPS shooter was great; like a dream where you suddenly regain control of your body and can defend yourself.
Thank you! For the big snake's movement I layered three sounds: a squeaky-squishy-leathery sound, a low-end rich earthquake sound and a bit of high end crunch. Then a healthy amount of compression to glue them together. The crucial element in the end was a generous Volume Automation Curve with the form of a sinus wave - to reflect the snake's wavy motion.
Engaging mechanic and a great idea befitting the theme. The game explained itself well through clever level design. I enjoyed every bit until the end. I must say that I had moral reservations about pushing wounded people into the rivers of hell in order to use their dead flesh as stepping stones. It was hilarious though.
Great idea. I would have like a reset button for the player. At times, it was a bit tedious to wait for the character to walk back and forth. I missed a grid in the beginning, but liked that the jets implied that very well.
Sounds for the character and the buildings block would surely make this game more tangible.
I enjoyed the idea of feeding the whale while it has a heat-rocket-searching-mechanism on its own.
The whale and the fish were too fast for my taste. Maybe you could adjust the speed to go up as the game progresses. It felt too difficult when there were more than a few on the screen.
Disclaimer: I played on a touchpad.
This is great game! Having the controls mapped to the entire left side of the keyboard felt natural as I would blindly tap into all the directions as well, if I were in that situation.
Honestly, I hope you put more time into this after the jam. More spatialized and diverse sounds will surely make a huge difference in how the players flesh out the environments in their minds. There's a lot of story left to tell in the darkness, I feel. Of course, I'm a bit biased, because I do Sound Design.
In short: you put me in someone else's shoes with this and I appreciate it.
I loved the concept. What a lovely idea to put the identity question into a light-hearted dance game. I didn't understand the controls at first, then went backt to the menu and there the explanation lay bare in front of me. Good stuff, I'd be happy to see what you would make of it with more time. Maybe after the jam?
P.S.: Solid beats.