The way to complete the game was to go back to the computer room and talk to it
Technically, we wanted to make the computer room itself "an entity" called "Her Room". And have one last sort of "rush" sequence. We didn't get time for that, but it should be at least completable.
Though obviously the only way to know that is if we indicated it, we didn't get time for that sadly.
The visual style was definitely the best part. Me and Mallvo were rather proud of that. And it was buckets of fun to make all the entities, there was so much I wanted to do with them, both visually changing as you talked to them (indicating mood/danger), and having longer dialogues with them to make the 7 day limit really quite intense. (We even wanted a bunch of smaller sub entities that were obstacles or roadblocks to talk to and engage with)
But, we ran out of time. Ironic.
I think we had the feeling down, but I'm not sure if we're going to be able to return to it soon with so much on our plate. I do really want to though, maybe it's just something I do on my own time since I have a world I want to show. You know?
Who knows. Maybe once I recover from my injury to my hands, I'll see if I got the time to do so. I wanted to make a Yumi Nikki esk game but with more Serial Experiment Lain vibes atmosphere wise. Thanks mate.
TankTheta
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Yeah that's the visual style "feel" we were going for. We didn't get time to polish much else sadly, but I did want to do more with the world. Though due to my injuries during the jam, not sure what's gonna happen there.
Dialogue was on Mallvo, though if we do an update we're gonna work together more on that to give some feel for the characters.
Thanks for playing mate.
Yeah the text box broke, I admittedly lacked experience with the sort of issues godot's text box provided.
Sorry about that. I did want it to be in the overworld though, but not as it was.
Glad you enjoyed the style, definitely the best part, though right now it's up in the air about if we're going to do a post game jam update. I'm injured at the moment so it's rather difficult. Thanks for playing tho.
Yeah, the dialogue system had some serious visual bugs and we didn't get a chance to fix it before submitting (ran out of time)
I was rather proud of the entity assets and Mallvo did great with the tile assets. I injured myself during the jam, so we're not sure if we're gonna update it post jam, for the time being. In future maybe, i really did like this idea.
Thanks for commenting mate.
Yeah we started late. So we didn't have time to actually adjust all the things we wanted to, since we basically submitted the game right on the edge.
Hell, I guess we didn't even have the music looping. Kinda sucks.
Honestly, I wanted to polish it after the jam, but I injured myself alot during it. I need to lay off the jam works if I want to focus down on the main games I'm working on. So even though he and I had ideas for it, I don't think we're going to update it for the time being.
Maybe in the future. Thanks for commenting, appreciate that.
I felt like I was spiralling in a maze forever. 10/10
Honestly, adding some landmarks, making orbs hold with more than 1, and maybe a bit more gameplay variety would be perfect. Game captured a very unique almost liminal feeling. Honestly take inspiration from Exit 8, I think that would fit this game concept alot.
Also made it out by the very edge, couldn't find the last orb but somehow I made it from the alchemy table back to the portal in time. Awesome feeling.
Oh wow, that really took the concept and ran with it. I enjoyed walking around dark enviroments throwing about the light orbs and finding the crystals.
Though, I think the light orbs themselves lacked utility. I feel maybe an enemy stun on hit would of been nice? I noticed they bugged out alot and exploded on wall hit. But the light ray itself was a great tool, since I felt like I was really vanquishing a shadow of the night. What I would of changed is maybe making enemies more aggressive, and so that the light ray would stop them in their tracks and melt them fast. Or cause them to run away with the damage they recieved.
But overall, a nice idea if you flesh it out more in future.
So, there was a solid concept here. Light is both your health and your bullets. Every shot was dangerous.
Enemies came in fast and hard. And you had upgrades.
But, due to how much light there was, it never came into effect. And the lack of enemy variety meant that I kinda got used to the game extremely quickly which took away a bit of tension.
Some upgrades were interesting, but after a certain point I just became immortal. Only way to die was getting stuck by enemies (I recommend for this genre, turning off enemy collision with the player so the player doesn't get stuck), but that never happened. Maybe a nice timer to give the player a winning condition too.
Also books and enemies got stuck at the "wall"? Alot? Meant there was alot of pick ups I couldn't get. And pick ups came too regularly regarding said books.
Honestly though, if you adjusted some things and added some more unique book items, there's a strong idea here. I could see myself running around trying to fire at every enemy I can to find some healing. Make that more brutal and you got a real high degree of tension with the game. Goodluck with the rest of the jam.
Yeah the demon meter was something we didn't really get to balance out, since we were so tight on time (game was submitted real late, due to some issues trying to get the link and all that)
I toned it for the sake of being completable, but I wanted the demon meter to be more ruthless. And we kinda thought we'd have a bit more time to add a boss that would of pushed it's use alot. Though I do really like the suggestions, since it makes the demon meter feel more like "living on the edge" rather than "instant doom"
Though if you saw my other game I was working on, you'd know I rather enjoy the feeling of "A curse to die" quite a bit. Though that one is more long form.
Anyway, yeah enemies basically die in one hit because I didn't get enough time to actually buff enemy health. Which caused some enemies that really needed more to basically be glass cannons. Though it was meant to be extremely strong to incentivize use, especially with it's more unique wall piercing utility. (I wanted to make the player less fearful at the start, increase that confidence so they don't get scared away from using it straight up. But tweaks needed to be made)
Anyway, the animations and level design are all on Mallvmo this time around. So I won't speak on that.
Thanks for checking our game out.
Antisonon/Mallvo really enjoyed the game, so I decided to check it out.
And I gotta say, it's a fun experience. The Light orb being so critical and it's interactions made the enemies feel special, and made situations I didn't expect.
Like getting trapped down the corridor, effectively doomed, because I didn't shoot out the orb in time to stop the knight from obliterating me.
Or just seeing a room filled with 3-4 enemies, ominous eyes in the dark, and needing to ready up and attempt to kite them while navigating. Or breaking a knight's poise for the first time from behind, having that eureka moment.
There's a really strong concept here. I could see something more if you ever decide to explore it. Solid game mate.
Man the base player is quite nice, he controls incredibly well for a GB game character.
And honestly the platforming worked well with him too. And the enemy variety was very nice, because you basically made each one a custom enemy. That's impressive.
My only gripe was that the capture minigame was difficult sometimes and the last second locked control. But aside from that, it was quite fun. Expand on this idea more. I really like the concept of this creature catching dog explorer smashing down pillers, gliding and bouncing through space.
Upgrading and firing at astreroids was quite fun.
Some meteors seemed invincible though? Also there was an issue with not being able to clear a line with Pistol or Minigun when too many piled up at a row. Other than that, really quite a blast. Especially since some of them were armed and you had to dodge around. Expand on the concept more, I think it'd made for a nice arcade game.
Those puzzles were bloody solid. Really helps that the movement felt good due to the unique animation.
Honestly, take a look at Void Stranger (a steam game) if you ever feel inspired to expand on this concept. I think you should. We need more puzzler games that really get the noggin jogging and this one has potential.
Man, that was bloody fun. Just tossing around orbs that got stronger, really selling that trickshot vibe. Only issue was that visual clarity wasn't the best due to a lack of contrast. But the enemies and boss was awesome.
I hope you expand on the idea, like adding different angles you could fire at or different orbs. And new enemies that make you take advantage of trickshots. This game's concept has some real potential.
Not a bad concept. Actually kinda similar to our game in the fun 3D perspective idea.
Which makes happy, good to see others trying that idea too.
If you took this idea and polished it more, with enemy variety, I think it'd be pretty epic. And maybe more momentum/flow to the rotating movement, and that'd be the cherry ontop.
Great job mate. (Also what was the intro about, seems detached from the game)