Thanks for the feedback!
Sorry you found the dialogue a bit too much! I'd usually act in an editing capacity but I was held up on event stuff so a lot of the dialogue went in straight from the writer's doc. Hopefully we can fine-tune things a bit in the updates. :)
Lost_Carc0sa
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Hi folks!
I'm Carcosa, currently acting as in-engine person, sometime writer and sometime organiser of a jam team entering this fine contest.
We're currently comprised of me, two dedicated writers, one dialogue bust artist and one composer.
Two of us, (Whyms and I) have entered a few jams and won awards in one (Best Narrative in the GJL Game Parade Fall 2021) , so we're not totally inexperienced in the jam world. We also work pretty much exclusively in RPG Maker for our jams. (MV if you're curious.) If you're someone who is into pixel art and haven't found a home in a team yet, drop me a line! We're informal, pretty chill and we like making weird narrative-driven stuff.
There's probably a few bugs left in the game that I didn't find to squash before the polish window closed. The game wound up pretty big for a jam title, with rather a lot of moving parts compared to my previous projects. That combined with the short timeframe for testing meant I'm not surprised there are still a few ways left that you might be able to softlock in certain circumstances I've not been able to stamp out yet, so apologies for that one!
Fun and easy to pick up is my takeaway from this!
It's sumo wrestlingxbumper cards, so really what's not to like?
The shape randomizing part of the character customization was a cool addition.
The AI seemed to do a good job, reminded me a little of the faux-multiplayer on some .io games. It killed me a few times when I got too greedy.
Could totally see this working commercially with a little bit of expansion.
Cool entry, nice job!
So happy to hear to enjoyed it!
Still a few bugs to iron out. I hope I've caught most of the major ones in my polish updates at this point, but the game has rather a lot of moving parts, so to speak so somethings invariably escape my attention , the community have been really helpful in that.
You got the good ending! (There is also a 'best' ending, but two is a generally positive one!)
Thank you!
Really nice to hear you liked the game.
I've been doing my best to fix bugs as people ran into them up to the close of the polish period. (I thin I fixed the statue glitch a few minutes after reading it here...direction fix was supposed to be on and it was not, whoops!)
The game probably has more moving parts, so to speak, than anything I've worked on before, and having it done in a week meant testing wasn't comprehensive, so I was pretty sure there'd be a few noticeable bugs. Nice to know my efforts to fix them up are appreciated though! I've hopefully gotten rid of anything that majorly impacts gameplay.
As far as the rat puzzle....
..maybe you just need to find something the rat likes? :)
Thank you!
We had a chat just after theme reveal and tried to think of novel ways to handle the theme, so tried to... basically implement it in multiple ways.
That it all the characters and the setting are in some way left behin d by society. And we had fun coming up with different ways to embody that. Poverty, obsolescence, the loss of fame, etc. Always love how jams restrict you enough to boost creativity.
So pleased you enjoyed it and it was amazing to watch it being played on stream. Those of us from the team present were really stoked, and the member who watched it afterwards were really excited too!
The characters were something we really focused on, in art, writing and music, so it's very gratifying to know that came through.
(And I'm pleased my reading a clock repair practice manual at 5am paid off.)
Also very pleased to hear that we are cool. B)
I didn't expect to find myself playing an owl-based survival horror today, but I'm glad it happened!
Honestly running from the cat made me more panicked than a lot of full of horror game have made me feel.
I love the models and the concept is a really neat one.
I happened down the right path on my second go purely by accident, so got through it quite quickly after that, but it was definitely a fun ride!
Cute, fun game with definite potential to be taken further.
I was... not extremely good at this game and generally ended up dead before the second or third island, but I can definitely see what you were going for from as far as I've got.
Controls are pretty unwieldy but I'm guess that 's an intentional choice, along the lines of Getting Over it or QWOP.
Visuals are adorable and some of the little details are nice. The grass getting chopped, the little yells on impact.
It's a fun ride and glad I played it.
Eventually I might even get past the start.
Really interesting one.
The kind of grim art direction caught my attention and it persisted throughout.
Really dug the grim, oppressive atmosphere it all conveyed, it added a real sense of dread and panic to the gameplay. Keeping whatever it was advancing on the kingdom vague made it all the more unnerving. Looking at the icon and wondering what horrible things were happening in those settlements you leave behind.
Very dark and definitely adds to the experience...probably made me panic and make worse choices too.
The game does a lot with one screen.
Like some previous commenters have said, I got a bit lost as far as the objective, but that's probably a pretty easy fix and overall I think the game is very solid.
Really cool entry.
Thanks for playing!
Hopefully tackled some of the audio balance issues in my latest polish update. It was just me from the team working in the engine , and I would freely admit to audio not being my forte, so I'm sure it's not ever going to blow anyone's minds, haha.
Glad you had a generally positive experience though!
Reall y nice, short puzzle game with a cute theme to it.
I am quite bad at switch puzzles but after a bit of trial and error I got the hang of it. Just hard enough to give you something to think about, not so hard as to feel unfair or purposefully obtuse. The colour coding of the buttons help it stay a lot less frustrating.
Really cool project!
While from the sound of the description it seems like the jam didn't go quite to plan for you, I think the end project is a fun one!
It's a interesting example of how a small change can make a big difference in how a game is played. Asteroids where you fire backwards means you have to approach shooting enemies completely differently.
I kept getting tempted to wedge myself in a corner which inevitably got me killed. Graphics were simple but elegant, and more than got the job done.
Nice one!
Thank you!
We were obviously having to work within our deadline, so had to try and keep things (relatively) simple . Our artist and composer worked really hard creating an environmental tileset and creating music tracks for each of the characters respectively, and I'm glad it shows.
Hope we can keep making things people enjoy playing! :)
I had a ton of fun with this one, and absolutely plan to play it some more later.
Morbidly cute and funny.
I was very much expecting the (spoiler?) umbrella to go back to its original place and seeing it just sat there on the body of the previous wanderer made me laugh.
If I were to make any critique it'd probably be the the camera's zoom is sometimes a bit wild and I occasionally got a bit disorientated by it, though I expect that's just a matter of tweaking.
Really cute entry. Awesome work!
It's a hefty game I'll admit, haha. Even a full playthrough won't actually cover all of the content.
I think we kind of set out wanting to create a 'full package' so to speak, so we did make something long by jam standards, and had scope for replay too.
It might be rather too chunky if you're short on time, which is a fair critique for the jam environment, and even before you said so I was pretty sure there were probably still some buggy areas on the maps, ( going to try an d root out what I can in the polish period, ) but I'm glad you had an overall positive experience with it ! :)
That's fair if it's not necessarily your cup of tea. We very much set out to create a certain sort of gam e that was highly story -driven, which can be a bit of a marmite thing, especially in short jams. I'm glad you enjoyed it regardless!
Ideally I would have liked to have worked on the puzzles up a bit more, but given how long it took me to debug the ones I did implement it's probably fortunate that I didn't, haha. It's always a tough balancing act between making them inscrutable or making just a lot of busy-work. It'd be fun to come back to them in the future.
Thanks for commenting!
Aw, thank you!
I do agree about some of the assets. I simply ran out of time to make all of my own tiles. My general plan is to come back to it after the jam and remake everything in the appropriate style when I have a little more time to agonize over getting the perfect autotile, haha.
You're right though, Nia probably shouldn't have been sharing her name with the tylwyth teg. Granny would be very disappointed, haha.
Hopefully Bran honoured their agreement in the end.
Thanks! :D
The cypher was an idea from Whyms and it's a bit unusual for a game, but it adds a bit of extra puzzling. It would also have been possibly to just check all the trees, but if you're prepared to work on the cypher, you get the reward.
Very pleased to hear you liked both the art and story. We were really keen on trying to keep the narrative part captivating as we had no idea how much we'd get done gameplay-wise, and I think all-in-all the result has been reasonably solid, even if there are a lot of things I'd like to work on on it in future.
Thanks for commenting!
Really enjoyed this one.
The writing and puzzles were top notch and gets the player thinking without being opaque or frustrating, and it managed to have the time loop mechanic while still feeling you were making genuine progress.
The graphics look clean and easy on the eyes, and convey the info needed.
I felt very silly about missing the vent.
All in all, brilliant entry.