OMG I'm so sorry! I can't believe I accidentally left this game in a broken state for 5 months!
Anyways, it should be fixed now :D
Thanks for the bug report!
And thanks for giving my games a shot!
Luc Deligne
Creator of
Recent community posts
Your page layout is super cool!
I think I understand how most of it works but not all of it.
It looks like you're using an embed background for the game's i-frame along with a huge image for the background but what I don't understand is how you got the two to connect seamlessly on the sides?
How did you get rid of that 15px padding between the two elements?
Wow, thanks for playing that far!
And congratulations on figuring out all five patterns!
You are absolutely right, objectives 13 & 15 are currently impossible to clear.
It's completely my fault too. I changed one of the pattern after setting up the objectives and I didn't check thoroughly enough to make sure everything still worked.
I plan to fix this issue (and a couple others) in the post-jam update.
Anyway, sorry about the inconvenience and thanks for the feedback!
Oh and I love your team's game, by the way!
Definitely one of the most memorable entries in this jam in my opinion
No you didn't do anything wrong, the objective screen suffers from a couple of bugs.
One of them is that it only checks if you've cleared an objective when you switch (with the left / right arrow keys) instead of checking at all times. Hence the confusing behavior.
Anyway, given the buggy nature of the objective system, I think it's more fun to just ignore it altogether and simply focus on figuring out the patterns for yourself.
Very great game! I especially enjoyed the story so far.
The only thing I really disliked about it is the horrible stiffness of some of the character animations.
The standing pose for the characters (especially up and down) are way too symmetrical and uninteresting to look at.
Moreover they are not versatile enough. While they do fine in scenes like meetings where characters are expected to stand straight, they look horrible in action oriented scenes and completely undermine the tension. Something a tad more dynamic and less symmetrical would work much better, I believe. The 'standing sideways' template is much better for instance.
The walking animation also suffers from the same problems. Who walks with such a straight back and a stiff head? The fact that you have to look at this animation for such a great part of the game and that every single character uses it makes things even worse.
Finally, I think that you are not using the right animations in some places.
This thing in Rourke's room is clearly a ladder and not stairs and yet for some reason you are not using your ladder climbing animation. Why??
Similarly why are you using the characters' walking animation for sprinting? The characters' speed per frame when sprinting and the walking animation clearly don't match each other.
You have a running animation already, so why aren't you using it there?
(Sure, you might need to do some recoloring to make the ladder climbing animation for Rourke's first (darker) uniform and you might need to make the 'up' and 'down' version of the running animation cause I'm not sure you have those already but still it seems pretty doable)
These flaws are especially surprising because the game's art is very good and detailled. You have some foot taping animations for npcs, surveillance camera rotating animations, water animation and reflections, very nice and clever shadow effects in the opening, some very cool character animations with your two heroes jumping over the bridge and Adair getting up after loosing consciousness in the water... And yet you use some awfully stiff and uninteresting character animation templates. Why???
I know you won't be able to change these animations even if you want to (you'd have to redo way too many sprites) so I'm just left a tad disappointed and wondering how this could happen.
(I am using that gameplay video as an easy way to illustrate my points but obviously I have actually played the game)
Really good little game ! I The visuals are minimalists but very well done : the screen freezes, the particles...
Only bit of criticism I might have is that the difficulty curve is a bit unbalanced. But that might just be me. For instance, I found the last puzzle's 'twist' extremely obvious and a little too simple to figure out.