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Lisiasty

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A member registered Feb 12, 2023 · View creator page →

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Finally, I had time to test this game and I'd say that I'm pretty impressed. Maybe the story and theme are not really deep or multi-dimensional here but overall gameplay and puzzle design is awesome. Artstyle and story are really consistent with the gameplay and that's what makes a polished and well-designed game.

That is a really unique story and gameplay idea, lot of humour and randomized elements. It feels really consistent in both story and design. The artworks are minimalistic but again it feels really consistent and it feels like one of the retro text games with ASCII art. I am not sure how random is scoring system but overall "story building", and matching gameplay feel really nice. I am in general more fond of text walls instead of animated 1 sentence text fields but I guess it's mostly about personal preferences.

Awesome game :) 

I am trying to figure out how to make a workaround for social media ideas to make it more accessible to more players but keep the entire ARG feel.  We already started with some fixes focusing on time management and clue-appearing flow and order. Thanks for playing ;)

That's a really solid game, with awesome writing and a unique gloomy atmosphere. The art style pushed me away at first but it matches the game's dark theme and feels really immersive after a while.
Good job ;)

Oh, wow! I am truly impressed. Mostly by the fact that someone spends this amount of time to play, record and put actual effort to analyse and provide valuable feedback to our game. 

We are currently working on additional fixes related to time management, time-gated event issues, two additional NPC and the flow of collecting clues. I find it a bit difficult to decide how to fix the "social media" part of the game as anything except Facebook doesn't allow to set a post at a custom time. I can move profiles to Facebook pages (not so optimal but most information can be visible without logging), make a custom webpage that simulates social media flow or make it in-game (it backfires at consistency with the overall ARG idea). 

I am glad that you like the game and your video really, really made my day :)

I hope for at least a minor update for next week ;) Scrollbar handle is definitely something that would make the game more pleasant.

Fair point about the scroll handle, the same goes for a keyboard pop-up for mobile users. We considered making an in-game social network but had to throw out that idea due to time limits. And.. as it comes to social media profiles, only facebook allows date change of posts so it was the only option to make proper chronology for profile content. I have to double-check the winning conditions again. Thanks for playing :)

Thanks a lot for your kind words. Due to activity we recieved here I am pretty sure that we'll drop some kind of update that will bring more backstory and some additional puzzles, but I need to take some rest after sprint we had to do before a deadline :p

Also, I'd be happy if any of you can point towards things that you find not clear, bugged or just out of place.

Thanks again for spending time to play "Mia is MIA" ;)

That's a nice one! Awesome narrative and detailed story, multiple endings, lightweight (!!) with nice consistent artworks.  You took what best you had and forged into some really nice game. Good job!

That's really nice gem, good setting, atmosphere and narration. Hiding mechanic was pretty annoying due to tooltip mechanic overlay but it seems to be easy to fix. I got save corrupted due to logging out during animation.  I'd sya that this is one of the best games of the jam that I played by far ;)

Nice aesthetics, decent interaction, I got some unreal crash twice but seems like a nice prototype.

It works, have consistent art style, winning conditions, some narration, so definetly something that is finished. I find it most important for gamejam submission to be working and matching theme, so it is a nice work :)

Yeah, I was thinking about that but didn't get a decent royalty-free track that would suit the theme. I guess I'll look for someone to do this ;)

Aww... I really love the atmosphere and aesthetics. If it only has any story and interactions even the smallest one...

Why are you wearing that stupid man suit? Really atmospheric with great audio and visuals. Everything feels really consistent, puzzles are simple but engaging. Reminds me of rusty lake games. One thing that needs a small tweak is line thickness for objects and characters (character lines feel a bit too thin compared to backgrounds)

The story is intense, not a big fan of a ZZT-style artwork, but it doesn't hurt that much. I'd like it to be a little bit more interactive ;)

I love the story plot idea, simple but makes a nice twist once you reach the end game. Encounters seem a bit too random for my taste but overall energy management idea is nice for gameplay. 

I hope to do some minor updates this week to at least fix bugged ending and a few bugged messages that we stumbled into. According to feedback, I gathered by far: adding more message interactions with friends is possible as a next update ;)

I'll check your game tomorrow for sure, to leave some feedback. I am pretty lazy so WebGL is a way to go for me :P

It's a really polished stealth game with a cool history, consistent art style, and length way above average game jam game. Great job!

It is not a bad game as the game itself, but not fitting well adventure game theme: lacks a story and meaningful characters, so it's hard to rate it by available evaluation criteria. 

I'd say that the main issue here, for now, is that the story is slightly too straightforward, I had ideas to bring more NPCs and interactions to the table to make more background noise and some alternate suspects but had to run with a "scope scissors" to let people reach game ending. I a, happy you like it :)

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At first, I wanted to make some more complex puzzles and more typing interactions using an in-game mobile phone but due to feedback I got during testing decided to use more straightforward "clicky" mechanics and unlocks. As it comes to artwork, not gonna lie I had to make use of AI a lot for consistent aesthetics. Glad you like it :)

Text adventure game feels really old-school, I think that I would try to use some additional tips about wording for commands, but we all know that time for gamejams is pretty limited. The story was enjoyable and music made reaaally cool vibe. I suppose that with some additional polishing, it can be a cool narration game for mobiles.

Nice story, with a cool theme and aesthetics, kinda lacking more engaging interactions for me. Personally, I prefer bigger walls of text instead of button-mashing dialogues but I guess it's just me :)

Overall enjoyable experience, and worth the time spent.

Really nice narrative job with the unique setting. As it comes to technical aspects I'd like to have back to start button after reaching the end. ome light background artwork, even made with AI could be nice too.

Thanks for your kind words. The game still has some minor issues, most of them related to the ending but that's the price of leaving some things to the last possible moment. I hope to make some minor updates to the game and additional side stories, and slightly more interactive puzzles. 

I started a list of Gamejam titles to test once I'll get more time so I'll try your game for sure :)

I love the aesthetics, theme and story, and what is pretty uncommon for gamejam games feels really polished and smooth.

It feels really innovative even if basic gameplay is pretty simple. Good work! :)

Level progression changes are something worth consideration, Enemies can use more rabid behaviours and/or be faster and levels less time-consuming. 

Thanks for your kind words, We were trying to make a game that people can relate to ;)

Pretty smooth gameplay, and nice way to fit gamejam theme. As mentioned before :ui feedback about way to get more oxygne needs fixing.

Really love the aesthetics and how the game loop works.

The game nicely fits the theme. I think that throwing spear would be easier and more intuitive using different button but overall gameplay is consistent.

I guess that we will add some level0 tutorial to explain in-game mechanics better. Thanks for kind words :)