I should work on a cover art for this. My little sprite guy is so cute.
Lim'rinth
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Love the concept so far, and I would also agree with BadBackGames review. I struggle with keyboard dexterity with the left-hand as I can't focus on the numbers while controlling WASD at the same time. It's why I prefer controller support. Though, it is also beneficial if the switching can also occur on the numpad too. That way, while the left-hand focuses on the main movements, the right-hand controls the switching on the numpad.
I feel like I was thrown back into the old days of nintendo with gimmicky gameplay and twists. I love the idea of controlling two characters at once and also love the open interpretation of what's happening.
I say these two characters are soul-bound in the mirror worlds. The blue guys can't climb unless there's another who entered in the real world. The pile of dead bodies also means that this is a repeated cycle. I'm going to assume that the blue bottle is a type of elixir of life or something that is either good or disastrous if obtained. If this is a repeated cycle, the first blue guy we control suffered the same fate as previous, but remains blinded by greed. It's those thoughts of "if I can't have it, then no one can," thus preventing the guy in the real world from getting this "drink" and pulling him into the mirror world after killing itself. When the guy from the real world was dragged and saw the mountain of bodies, it made a conscious decision to let the new guy get the bottle at the end.
Though, why did everything turned gray at the end? It could mean, both characters were pessimistic. The new guy had apprehension but was surprised he can jump while the old guy probably knows he'll be stuck in the mirror world forever. That's my interpretation.
Looking forward to the next project you'll make.
Not going to lie, I really enjoyed the gameplay. The blinking is such a unique mechanic and on top with chill music, I could play this for days. I would also agree with Gurk that I would appreciate subtitles because I couldn't understand what the computer is saying half of the time, and I'm an English speaker. I can't wait to see where you'll go with the blinking creativity.
This is a good start so far. I love the consistency of the artstyle and I see what direction you were going for. Gives me 'tomb raider' vibes and escape the enemies. Though, I did ran into some trouble such as not moving after landing on a block and not knowing where the reset or exit buttons are.
So far, so good for your first game jam!
Love the demo so far, and I was hooked at the end. I was so ready to cause trouble until boom, end demo.
A few things with the background as Moira's color schemes are grounded red, it was hard to focus on Moira as some of the backgrounds (japanese shrine and living room especially) have shades of red. It was hard to focus on Moira because of these "out there" background colors. It would help to slightly blur the backgrounds or make them neutral to allow Moira to pop out more.
Overall, great job with the visual novel!
This is such an interesting and interactive game. As a sci-fi fan, I love the glitch effects, reminding you this is a live broadcast and I can imagine a future where you can appear in a hologram form inside the exhibition. It makes it all immersive, and even the responses from the VA made it sound natural and like you're having a conversation. It gives life to the text, and I love that.
I also want to applause how down to earth the guide and the MC are when talking about the past. The uncertainty of how you can't be sure if the invention is intended to be used that way. It is like current archaeological findings and theories. It feels so real and if I have to relate it to the real world, if there was ever a case of Earth being in ruins and the human population is spread around to other planets, their reactions are by far the most realistic ones.
Can't wait to see more like this and many more of your works. Keep up the amazing job!
Overall, Life or Death is a good game and definitely has a lot of potential to become greater. I love the permadeath feature but also find quite challenging with enemies being extremely punishing. All you have to do is get stuck in a small trap wall corner and that's it. Game over. Sometimes the attacking doesn't register either.
I also have problems with the repetition of each level, as I found that relatively boring having to go through several mazes to find the same key and have the enemies continuously ganging up on you. Also, you might need to make the key in the first maze prominent. I could not see the key at all and remained stuck for 10 more minutes. I did eventually find it, but I wished it was apparent and not color hidden.
Now for the lore bits, because I'm a lore enthusiast. I have so many questions regarding the world-building and how did you come up with the idea of the nightmare world and nightkillers? Note, I couldn't finish the game so I wouldn't know the ending, but it was a curious thought. How did the main character end up in the nightmare world? Why was he chosen? Small questions like these to make my mind going. On a side note, the only horror inducing element I found were the nightkillers since they sometimes spook you but overall, I did not find it as scary and the anxiety levels from the beginning drops later on. I found myself in annoyance in the later mazes instead. There may be more horror elements there, but I didn't find as "implemented effective" enough.
I find the music alright. I love the heartbeat sounds in the beginning and found that cool, but overall, it's pretty decent in the mazes and also a good indicator for when a nightkiller is nearby. Though, I would like to hear some screams from the nightkillers and more music variety. That goes the same with level designing, since the mazes are extremely large. I feel there can be more creativity within the nightmare world but hey, it's a start.
Cool and simplistic game. I like it.