Thank you so much for kind words!)
chiotógach
Creator of
Recent community posts
oh, such a sweet story!) got me some old school doctor who vibes)
but it's really hard to click fast only for short amount of time/ I though when it's said to click fast, I have to click fast for at least 1-2 seconds, so I got to skip all the story telling part because of that
This time I've managed to stop it to click fast as fast as I can *:D but still I always skiped couple of frames because of that speed. maybe, if there were some arbitrary number of clicks I should click fast, it would be easier to control the game)
i didn't understand what I needed to do, so I bummed into this squares instead, because it was really fun with that great choice of music! camshake is really well made, feels right) and i deffinetly felt under pressure :D
the visuals though are very bright and I didn't notice my ship at first due to the amount of glow
and the text before the game is really big and hard to readn :(
It does need balancing and I will do that in the after-Jam update)
ignoring is made in such a way that if you choose to ignore, it's rather hard at first, just like you'd feel in real life, but with every new level it gets easier and easier (if you won't betray your desigion to ignore, of course) and that tactic will never worry you at the full capacity, so you get the special ending with that. but I'm not sure you could get that right now due to some bugs..
But ignoring AND reacting will make ignoring rather random. I made it this way because I wanted to create a different background story with that. the easy example is with the brother - in the bad scenario he may be writing to her every day, begging for other kinds of help and she's rather tired of that so there'll be only mild discomfort, or he haven't written to her in months and that's the different story) but it does feels uncomplete to me too, I'll think of something to make it more managable and predictable :)
thank you so much for playing and sharing your feedback!
thank you for feedback! especially about the slider one - I didn't even thought about it and I spoiled your game expericnce with that..
the repetitive gameplay is actually a part of the experience :) it's more like a visual novel to my mind and they are rather repetitive. I prefer slow paced games, narrative based games and puzzles myself, so I guess it's much easier and comfortable for me during game jams to come up with the idea that accents the visual and narrative part of the game. because my game design skills are not that strong :)
I know the game feels a bit blank at the moment, though. especially for people who don't usually play narrative based games that much. but the solution here is balacing the weight of the each message a bit more. i believe it wouldn't feel repetitive that much if you felt a bit more under pressure and more in control of the consequences of your decisions
no-no, hand written stuff was funny and the other nod to Papers please! I smiled when I saw that) but in some places it really needs to be more readable, that's all)
oh, the exhaustion is bad, I know.. I thought I'd make it in a 2,5 days, but I crunched my way up to the end.. last time I was on Jam I told myself not to do it solo, because it's very restrictive, but it's rather hard to find a good team with some weird and fun ideas, because I don't really want to spend my free time doing some easy interpretation of Jam's theme, that's not interesting at all :)
I'm a programmer too, by the way) but like a quality product so I have to do all the things, basically) except for the music - I do love a good soundtrack that complement the game's theme well) so I leave the music and sfx to the professionals
and my code within the last 15 hours or so became a mess too, hence the bugs) if I saw this code out of context, I would frown upon that code so badly, mumbling "how, how could someone write that bad?!" so I know what you mean :D
and I'll definitely try to play this game again :)
I like the idea and it's a rather scary one! the thing about Jams that I like the most is when there's a really ususual twist to the theme and you did that masterfully! I'm sure the game was supposed to be really cool)
but the game is really buggy, I've restarted three times but haven't lived through the second day. Are you planing to update the game after jam? I'm curious how it ends, very Papers please like experience, and I do love Papers please :)
but if you are going to update it, please, I beg you, redo the instructios in the folder, they are barely readable and I didn't get what's the stuff on the last pages were about :D
you either picked the wrong bg to tell the story of Pengu or the wrong font, or maybe both. because it's really hard and uncomfortable to read through this whole big story.. i had a massive temptaion to not read it at all, but I brace myself to be able to give you a good feedback
next time for the bigger text use fonts that are rather easy to read and use cool fonts for small parts of your game - the players will appreciate it even though they probably won't say it :)
the story itself gives the character more depth though and the idea is rather fun and unique, I like that!
I really like the visuals) the bird is very sweet!
the gameplay is a bit repetitive for so many levels, but we've all been under pressure this game jam)
about the game poster on this page - because of the squarish frame it encapsulates in, it's rather hard to see that it is a cukoo clock, especially from afar, where there're many games at one page.
If I'm being honest, because of the color and the upper part of cukoo clock it looks a tiny bit like a bum.. if you change it so that more of the cukoo clock are visible, it would be easier to know the theme of your game :)
thank you, that means a lot!) unique experience is the one I aimed for :D and I've spend a good amount of time picking up music, so thank you for appreciating that.
I'm really glad that you were able to play the game till the end, because currently it's not always possible.. I'm going to fix some bugs after gameJam and the game will be way more balanced as well. because there're three possible endings to this game, but at least one of them is unreachable right now due to bugs :|
i feel like the rating of someones game is really depending on the amount of people rated the game) twelve people is really not that big of a number for it to be fair and mean something) so i think you shouldn't focus on that) i know i did really bad compare to you but it seems like i have a better score although my game is harldy playable and not even enjoyable) i have a drawing of a game, savvy?) so let it go :)
the process of pollishing is really up to you - how much you're invested in the project and interested in it to make it "good enough") if this is your side project and you don't like it that much - maybe it's okay to let go) otherwise if you have some interesting ideas to implement, want to learn how to do it right or to figure out how to handle all the UI/tutorial stuff so it won't take much time next time - it might be useful)
as for me - my submission is merely a ghost of the game and for me this decision - to continue or not to continue - was really simple 'cause I'm a newby developer and have LOTS yet to learn) so i've started to work on "making it right" next morning after submission and still working on it bit by bit every morning before work)
gl hf :)
this one of the best games on GMTK2021 for me! thank you so much!)
it's a really fun story, clever concept and exellent execution) i wish there'd be more levels but storywise it probably might have been a bit strange as the game helps you to revive all the horrors of presenting youself in one level))
i like how the movement is made - it's rather hard to manage the ships but i think on the sea it should be that way) it's part of the fun)
but levels are hard to read. some signs are misleading - like the red cross on an island: when i fisrt saw it I thought it meant something and i should go to it but it only wrecked my ship(
i didn't understand what those sings with arrows were about either and i didn't know you could shoot before i read it in the comments)
also the game is punishing because you die instantly and have to restart the game every time you thought you're doing what the game want you to - like this red cross or signs. i would always die whenever i tried to get to them and when i did - nothing happened
and it was a bit frustrating when camera moved with no contstraint to the ships and you couldn't see what's ahead
i think it would help the game so much if you'd make 1 or 2 simple basic levels where you'd explain most of the mechanics and techniques first) and if you'd give your ships like 2 or 4 lives before wrecking - that would be really cool)
i understand it's hard to make a game in 48 hours by youself when you're not a pro - i surely didn't manage to do that :) - but i hope my feedback will give you some info on what could have been more clear next time)
cheers)