i watched the vod of you playing and the fact you got one of the two creepy version of the hints early on was kind of sad... made me realize i shouldve made them a lot more sparse, at least early on, because the early hints are actually meant to be useful; you can learn how to bat projectiles away from them and i THINK theres a hint about how to get the true ending. the game didnt lose faith in you - part of the gameboy soul to me has always been games that were tweaked just a little bit too hard, similar to like nes games being like a little bit too unforgiving - and the empty hint twice in a row is also a haunted game effect, not the game running out of hints lol. also, as for the hints, i shouldve made it maybe clearer that theyre meant to be hints for secret collectables that tie into the haunted-ness of the game. i kinda wrote them 2-3 hours before i submitted the project so they're maybe not the best. you need four at the minimum and there are 6 total to get. the second level also isnt the worst that it gets in terms of unforgiving platforming - i believe 3-1 is the level most people have had grief with so far. hope you enjoy the game if you do pick it up after the jam is done and thanks for the play and rating!
Ribbon
Creator of
Recent community posts
The game has a lot of potential to be expanded in interesting ways from this very basic start. Basic is good, it means that you have opportunity for some really engaging emergent gameplay. However the game is held back by its collisions. Presentation is great, as is the music and the fact that it changes depending on the in-game situation. I found myself very frustrated at the end due to the combination of length, unforgiving hitboxes, and the three different paths you're meant to choose at the end that are just a death sentence if you choose (arbitrarily) wrong. A good entry otherwise!
Pretty great and fun game aside from the initial confusion caused by trying to interpret the initial input stuff, otherwise i found the game pretty cool and definitely in the realm of 'timekiller' gameboy game, the kind of stuff youd play on a long car ride. over all pretty good! very clean presentation as well
Very interesting way to go about making a game about the idea of the void - the presentation is very clean, and although the voice acting is a little awkward at points, it ultimately works out very well. The controls feel awkward at times, and i think that the gameplay could be presented in a clearer way, but there's something to the idea that to win the game you have to have the right mentality, that you can't just sit there and reminisce but actually do something to honour those memories, and ultimately, enjoy yourself as you accept the ultimate void. Very interesting, thought provoking entry.
The comic style introduction was really neat! As far as the gameplay goes, it feels pretty neat for a mario & luigi style turn-based action rpg thing, but what i think this misses is a more clear tells for what direction the attack is going to go. Also, there's a bug where i can interrupt a special attack using a regular attack in the middle of it!
Very tight submission. Game reminds me a lot of flash games from the bygone era of early internet - really crunchy gameplay style, but some puzzle solutions feel a little obscure and don't give me that "a-ha!" moment. Otherwise this entry is really fantastic, the sound design is very minimalist but very very satisfying, likewise for the graphics. Doing a lot with very little. Great job!
The idea is neat, but i feel like boards could use some more dynamic elements when you place down stuff, like buildings that gain defenses when a certain type of block is placed next to it or something, or vulnerabilities that shed defenses for buildings. Either way, the presentation is really clean! Good job over all.
Really good entry! Clever, if frustrating level design (not a negative!). The level design was really really creative with what it did. Not much to say in regards of the design, the audio can get repetitive at times and some QoL features (fullscreen, for example) could really help this. Otherwise, given some polish this could be a really good finished game in its own right! Great job.
Amazing presentation and amazing feeling game, however the controls gave me a lot of problems; point and click at high speeds with the camera moving this fast doesn't work too well, sadly. Could probably work really well on a touch screen though! The game feel was top notch and the aesthetics work really well. I also see a lot of nods to other games, like crash or celeste - which is great. Great job all around!
Pretty neat idea, i feel like this has potential for a pretty good phone game given that you add some level design things like more dynamic boards with objects that move with the player. Found a glitch where if you move the board too fast the player just ignores collisions with the walls, however. Good job!
This is one of the best games I've played this jam that I think is doing a lot of interesting stuff with just very little.
I think the title - dehumanization - is clever in the sense that this game is as much about the concept of of course deforestation, but more pointedly about the very sense of the word; "dehumanization". It's kind of making a statement about the completely arbitrary distinction between environment/humanity, to deforestate is in a sense to dehumanize. A sense that is given by the fleshy feeling environments only cut through by the house we are trying to extend, which could be said to stand in for undue expansionism.
But also, it's absolutely about labour! To deforestate is simultaneously portrayed as a glorious expansion of "civilization" (which you can kind of get from the use of the song, morning mood by edward gieg, symbolizing a kind of westernized but offputting tone to the whole activity) that is also almost mockingly plastered over mind-melding repetitive work: that, which of course, dehumanizes someone.
Very good job. Deserving of all 5 stars in all three fields.
A bit disturbing! I probably should've played this as an executable instead of on browser so the lagging is probably a me problem, but i did encounter some iffy bits with the physics, certain stools sometimes just wouldn't get unstuck from a certain axis while dragging them along for example. But the idea is fun! Good job.
I think the presentation in this is phenomenal, the visual assets are fantastic and i love the look of the thing but the game itself doesnt feel engaging enough, sadly; something like moving enemies or something less static than just rotating the sword depending on what the thrust is could be cool! A lot of potential.