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Manuel Rincón
Creator of
Recent community posts
- Super well executed game with very consistent artsyle. Well thatt was scary. The asylum was very well made and totally believable. The creatures were simple but scary enough, and the flashlight mechanic was smart.
- The enemies felt so pushing when I wasn't fast enough, and that was great. It made them look much more dangerous.
- The tutorials and interations where super clean and gave me the feeling of a big scale game. Those felt super polished.
- My biggest complain was with the resource management:
I would say, also, there were plenty of resources, specially for flashlight. I wasn't sure if I had to economize the batery until I started finding batteries everywhere. One of the most scary thing was inspecting the corners of a room using the flashlight, expecting something to appear and go after you. I would be a more stressful moment if I felt like using too much in the flashlight (and so, wasting it), but I've never been below 5000 battery life. - On the other hand, I thought it would be the same for ammo, and I totally wasted it in areas that was absolutely pointless, and then I was wishing I saved them for a better ocasion, but mistakes were made, and that impotence is awesome for this kind of games. So really well done with that. Same with health. Awesome job with those
- Also, I'm kind of a slow reader, the custscenes's duration were too short. But there is no way to control that. I suggest to give a try to the visual novel mode of the engine, while using other images. But I understand that time was the one one who lead to that decision.
I said many things, but I feel satisfied whith what I've just played. The game was greatly executed.
Good job!
Hey, thanks for the easy mode. I must say, I miss the giant boss of the first alpha. And the levels feel like a re-skin of the first one.
However, I found usefull the different attacks for different situations and that made the combat feel more dynamic. And I liked seeing those numbers show up, try boosting em a little bit, they are pleasant to see when you do something good.
Cool entry! Keep improving , and have fun.
Hey Kuro. This game is sooooooooo big. It could work as a steam release.
I only have 3 ingredients, but I am going for the full cheesecake.
As Ecaroh said, the overworld theme is an absolute banger. And the graphics have totally that sweet NES feel.
I am enjoying the game so much, and some things give me the vibes that there is gonna be some backtracking in the future. The level design is awesome, it works giving me the hints to find the next location. So very well done.
Just, when you are able to make some tweaks, I would make a stronger lv1 character, or easy to achieve lv2; so the early game should be more intuitive. After lv2, the game becomes 600% more playable. And the bed grinding just is not needed anymore.
I'm having a great and nostalgic time.
This game is too good for a game Jam. 11/10!
I tottally agree with the run lenght advice! I tryed to balance the fact of the game letting you get use to the gameplay and the game becoming an absolute caos. I could patch it, but it can be unfair for the people posting their highscores, so I'll wait until the jam ends.
Thanks for playing and well played!
Cool! The game is very complete and juicy! Almost everything felt so good in this game!
Because I see a lot of effort, I want to share some critism.
I didn't understand the point of Blue/Red bullets. I know there is an alarm sound that remembers to swap, but I couldn't see the difference between using one or the other. Also, the upgrades menu became a bit broken, so I couldn't click on other tower upgrades but the blue one (and I only had two). Also, it is hard to see the enemies that come from the background.
I see a lot of effort and love behind this game. If it is a prototype of somethinh bigger, go for it!