A small touch I added, which I wouldn't know if people noticed. Thanks for playing!
SabifiedSab
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I'm sorry that the game didn't scale well on your monitor. I don't really know why, as my monitors are also widescreen.
For the NPC's animations, we had some complications during developement, and due to time reasons couldn't implement them in time.
Thanks for the feedback, and for playing our game though!
Using ChatGPT as help for making the scripts shouldn't get you disqualified, so don't worry. The game is good, although I kind of have to interpret the theme into this game myself for it to be clear, so I'd hope you could elaborate on that. With that said, I know you only had 4 days on this and I think it is well done for that short of a period. To end the game, a dynamite fell on top of the horse, and I had to accept my faith.
Couldn't quite understand how this fit with the theme. Got stuck several times on doors which made me have to restart all over again. Since new players doesn't know the inspiration for the game's story, they wouldn't understand this game's story, why anything is, or what is happening either. I felt really frustrated finding every single person, and a map could have made this experience better. Next time, try to focus on getting a small game done well, instead of making such a huge game as your first.
My high score was 282 $/s
I think there should be something driving the player forwards to collect more than just a few gems/crates. Currently, the crates isn't worth taking, because they cost more than they give in return. Liked the consept of maximizing the money per second stat instead of the total money, to encourage speed though!
The style? On point. The gameplay? Kind of repetitive, but what can you do else to drive the story forwards. The story? Exists, and well done. I don't have much to say about this, except that key items, like the shovel and bags could maybe get a highlight to guide the player, so they spend less time searching for them, and more time consuming the game. Great job!
My high score was 1450.
I think that you had a consistent style throughout, and the punch bubbles was a nice touch.
Since the player has a custom model with textures, the enemies could have textures too. The map is really small, and you can easily get stun-locked if there are multiple enemies chasing you. Some more moves like a dash or ultimate could have been implemented to make the skillset of the player bigger, and probably not make it so obvious that the enemies have spawn points.
I think this could use some balancing. The AI is really dumb, and it will almost never finish you off. So you can either just recharge 4 times in a row, then slaugther him, or just talk 7 times in a row and you'll automatically win. Tempted to run some simulations with these two strategies (given the AI chooses random each time). It was a good first game, but I think you could've added more polish for the time given for the jam.
I really like the use of cinemachine here. It is a good concept, but I think that it is kind of confusion moving around when so many cameras are switching all the time. The best I could get was 293 because the goal objectives was hard to find after I got one. I would've hoped there was a win condition, but the game is very polished, and the artwork is amazing. Good job on this!
Interesting game. I think that the animations could use some work, and especially player feedback. I rarely knew if I hit a punch, and if it dealt any damage. I seemed to die, but then I was thrown to the win screen instead. The bandits can easily overthrow you, and surround you so you really can't defend yourself. Some sfx would've been nice, and locking my mouse cursor even after I tabbed out is a quality of life feature.
Instructions unclear, couldn't get anywhere with the outlaw, or the rat. The ceiling was always there to stop me, so I couldn't get anywhere elevated with the rat. Why switch scenes with the 1 and 2 keys? And you are also using the godot texture in the grass area, so the game doesn't feel complete. I don't know how to rank this.
Since the story is either really short and obvious, or cryptic I wouldn't say its the perfect submission for the theme. Even though caniballism would be counted as outllawish. It's extremely short, and would recommend adding different actions for each lore drop, instead of QTEs every single time. Could just be moving the green bar randomly for each time to make every playthrough different.
It is a well made horror game, but I would've like that the enemy is a bit faster, and instead of just T-posing towards you it would use these poses or something else. Would also like more post processing like your cover. I'd avoid branching endings with one single choice, as it took me a while to both escape and ":(". I also had to restart the game for other endings.
The story is extremely cryptic, would like some simpler storytelling (remember, just my opinion). The starting room also didn't have wall collisions.
You should definitely keep making these games, as it is its own artstyle. I can see that lots of love was put into this project. Although, I can't really see how the theme would fit except the owner of the house is the outlaw(?) It also runs at like 10 FPS, and looking around is snappy and weird. Though I do love that you make these sorts of games!
When I first initially played it, it was kind of hard getting around. But then I started speedrunning it, and got a 56.54 and found it pretty fun. For new players though, I would guide the player more. The controls was kind of buggy too, as I got stuck on many objects if I held the same direction as the object. Strafing is also faster, you should probably fix this too unless it was intended. The AI is also pretty dumb, but I can see how this would be intended. Well done! GYAHH