Thanks so much! This is our first jam, so we learned a ton about time management. We're a two man crew, and after we nailed down the core concepts I was mostly focused on art and a little level design. I'm working to upskill a bit so Artificer won't be doing the coding solo next project. We are definitely interested in fleshing this one out further into a set of unique fun levels and getting everything that was cut for time back in. -Rogue
RogueAndArtificerGames
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Thanks for the feedback! Agreed, and that was the plan along with more interactive item types. This was our first jam and the biggest takeaway has been in how to plan and test iteratively earlier. Same with the art, I went too hard on the polish and cheated myself out of more variety of assets and environmental storytelling options. We're excited to take what we learn here into whatever jam or project we do next. -Rogue
The audio sold the experience. I didn't find the gameplay loop compelling, but it was basically bugfree. I did notice that you can stop a car in each lane as they first appear on screen and then just stop traffic spawing forever from there without penalty. When I did let the traffic flow, the timings between pedestrians was just right to give it some challenge. The art was consistent and cohesive. Good job! -Rogue
Thanks so much! Yours was great too, we were talking about it earlier today.
We're a two man team, so after we came up with the concept and core mechanics (some of which we had time to implement), I was just sketching any chance I got around work, while Artificer did the programming. This is our first jam and we both had a blast. -Rogue
The dash effect is cool and satisfying, Being asked to right click to heal, and later left click to flick while everything else is left handed felt a bit off, and some of the hits didn't have much in the way of feedback to the player that the rarget's been struck. I'd have appreciated a w to jump option as a quality of life thing. The audio for the guy talking and the game music were fun and atmospheric. Great job. -Rogue
I had a great time with this. The player movement feels novel, can't think of a time I've played with that sort of turning circle. The first person I heaed didn't increase my 0/50 health counter, so I wasn't clear on the purpose there, but subsequently healing someone did increment that value. On letting myself lose and hitting retry, I wasn't able to interact with medical records anymore and the saved and died counts were out of 15 instead of out of 50 and 5. Occassionally, I couldn't give a person the item they needed or they wouldn't have any symptoms showing. At first, I had trouble working out the premise, not knowing there were storage areas initially, but once I got a feel for it, I really got into this game. Great work! I hope you keep building on this one. -Rogue
Ok wow. The intro cutscenes are great, love the art style. The first time I accidentally got grandma killed I genuinely felt bad. Loved the whole experience.
The controls for holding grandma's hand were a little bit touchy - and her collision box seemed a little bit off? And I'd love to be able to skip the intro cutscene after the first time. Otherwise absolutely great game! -Artificer