Did you manage to make your way out of the maze in the second level?
SaadTheGlad
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What a lovely game. I decided I was going to beat it without any help and I... somehow did! I have no idea what I did exactly to beat it but I have a hunch:
I imagined that the lit up labyrinth relics were markers of what's a dead-end and what's not, and I followed them as such, not going into the turned off ones and just following the light. I'm like 50% sure I solved it completely by accident lol.
My remarks:
I like the writing, pretty strong and the one character who we get to see (whose design reminded me of Muffet from Undertale lol) gives off that feeling of despair pretty well. You need to change the font to something other than the default though, and this is something I notice in a lot of game jams. It doesn't take that long and it instantly makes your game look infinitely more polished.
Oh and I recognise that dialogue system lol, very cool.
Thank you so much for such an extensive comment! This little game is happy.
I dealt with the artistic part of the game so I'll respond according to that. The piano for the music was both a conscious decision and one that was born out of me not having enough time to add more instruments. I would've loved a violin or some other string instrument as accompaniment but I think piano solo works great for a desolate space environment anyways.
The asteroid breaking apart was an effect I made and I think I could've made it clearer that they were just a VFX but I figured players would probably bump into one of them soon enough and discover they're harmless.
The game was indeed supposed to be a love story with Sol, the sun, being the love interest and a final boss battle and solar flares and other cool jazz but alas time was too tight of a constraint.
I really like this game! Short and sweet, although I wish it had more puzzles to properly explore the limits of the main mechanic, which is pretty interesting on its own. The voice acting was also nice, as well as the lovely sound effects, those were great.
One thing is that when the coloured boxes converge, it glitches and takes a bit of fiddling, one time the boxes even started running away, that was fun. Also wish there were a full screen button and one to adjust the mouse sensitivity.
Nice experience!
Oh that's such a shame! I'm not sure why the bone clicking didn't work for you, it should be direct.
(btw the questioning mechanic is just for flavour in this version, as you only need to spot what is wrong to see if you need to dispose of them or let them pass, so it's not needed for playing the game)
I really love this game.
I went in not expecting a horror game (how naive of me), and was pleasantly surprised. The main mechanic is great and fun, requiring you to your entire spatial awareness to guess the shapes and it's not too punishing as you can just repeatedly guess.
I would like to reiterate what other commenters have said and that's to make the controls smoother to use so that you don't have to type scan everytime. Maybe through a macro, I'm sure they have those whenever this game is set.
The first scary bit really got me and I got goosebumps, however that unfortunately weakened the second one, as I knew something was up when nothing was intersecting and was expecting something, so I didn't get as spooked by the jumpscare as I would've.
Oh and nice sfx and graphics too :)
I really wish I could've finished this game but unfortunately it ran too badly on my PC.
From what I did play though, I really liked it. It reminded me a lot of the companion cube section in Portal, except you don't use the same cube everytime.
And I almost had a mini heart attack when the box grew legs and eyes lol.
This is a really like proof-of-concept, and I wish that I could've figured out how to make the marked walls disappear when I wanted to. Were you inspired by the Quantum crystals from Outer Wilds? Because this is literally that incredible mechanic in a game.
Really cool, especially with the box jumpscares, freaked me out to think what was actually eating me.
Overall I like the game. The atmosphere and ambience is executed well and when I was around 450m I really just wanted to go back up. The first jumpscare with the lights going out got me as the long waits allowed me to be deep in my thoughts.
However, I think that the final jumpscare was done too early. I don't think the tension was allowed to build up for it to pay off and when I saw it being a (relatively) normal bug/spider creature it left me more confused than anything as to how it's communicating with me with the Morse code. I'm not sure. Also, how are you attached to the cable? It seemed like I was just floating there. Oh and subtitles at the start would've been nice. I know Iron Lung doesn't have them but I think it should've as well.
What I think would work great here is to extend the length of the game and develop the story with the Morse code messages more, and perhaps change the monster design so it makes sense given the context of the game (maybe put more artifacts like that weird light thing at the start?).
Anyways, solid little horror experience, was totally immersed throughout.
I unfortunately couldn't finish the game but this is one of the highest quality games I've seen in this jam. The graphics are amazing, the game feel and the sfx/music as well. The main mechanic is also not overshadowed and is made the core of the game which I really liked. I've definitely seen it somewhere else but here it's executed extremely well. The puzzles were also just the right amount of challenging.
Two things that I'd like improved: The UI, and a better font. Why have such a pretty game ruined by a mediocre UI? That's what I think anyways. Great entry.
That was a really nice game! The parkour was super fun and the visuals were awesome. I liked the indicator that showed you where you'll fall too.
One thing that would've helped with immersion is forgoing that loading screen at the start and just do a black screen. Oh and the ending was kind of confusing for me as I just fell by accident once then found myself at the end of the game lol. Solid entry.
As everyone else already mentioned here the game is insanely difficult, and while that can be a good thing here it felt a bit unfair as you had to balance the challenging platforming with the slow-mo mechanic. It would've been great if you knew how much more you had to go before the next stop watch or even better a checkpoint so you wouldn't have to start from the very beginning every time. That way players would be more compelled to finish the game.
Other than that the controls are tight, main mechanic engaging and I really liked the music effect, good job
Thank you very much! Yeah I planned it to be a one-off thing for now because this is a game jam but I would like to flesh this out into a proper game. I had more things planned, taking blood samples, weird clothing, weird dialogue and anomalies that were normal (like a missing kidney) but unfortunately didn't have the time to implement them :/
Thank you very much! I'm glad you enjoyed it. The scan system was indeed pretty complicated lol (the main script is like ~1000 lines long) and I had to draw each part separately but I think it was worth it in the end.
I did want to add a clock to show the time left but there was just so much other stuff to do that I never got around to it lol