Great entry! Love the camera mechanic and the overall artstyle!
However the hidden objects are shiny and you don't really have to use the camera. Even if you do use it, you can just memorize the level layout and forget about the camera entirely.
Also the game is littered with frustrating jumps and beginner's traps, this really needs to be addressed.
One moment in particular made my blood boil. It's where you have to time your jump on a disappearing platform and then jump onto another moving platform.. But you can't see that moving platform, therefore you can't time your jump properly... In the end I was jumping back and forth like 10 times hoping the platform would come before the other one disappears.
Overall - a good game, but definitely needs tweaking :)
theMETALWORKS
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First of all, this looks ridiculously good. Great work with lighting and shaders!
I didn't really enjoy the reloading mechanic. Though it might raise tension in theory, in fact it just slows the pacing of the game.
Also this game suffers from one of the deadly game design sins - "find one last thing in an open, dark area without hints or a map". You should really consider tweaking this. Add more enemies than the number you have to kill, make it so one or two of the last enemies teleport closer to the player or just make an arrow pointing to the right direction.
Overall - a solid entry!
Great project!! I'm not familiar with the engine, but it looks and feels exactly like a gameboy game! It even freezes when there's too much stuff on the screen :D
A few things to mention:
Like other people said, killing a witch is just egh. Consider making her health 1/3 of what she has now.
One time on the bossfight a snail telefragged me (spawned inside the player character and killed him). Not too big of a deal, but almost ruined my playthrough.
Also not too big of a deal, but... Why snails? :D
I LOVE this idea!! Tower defence where you set up not traps that actually damage the enemy, but that scares the enemy away! Good job!
However I think there are a few things I'd like to point to.
1. There's no damage indication. When a bunch of kids passes by a trap they receive a fraction of damage, maybe even only one of them is being damaged at a time. Understanding how the damage system works would help the player place traps more effectively.
2. I feel like there's not enough coins dropping from kids for player to efficiently update their traps. It's apparent in level 3 where no matter what your setup is you're gonna miss a few kids.
3. I couldn't figure out how to pickup and rearrange/sell existing traps. If it's not possible - this limits player's possibilities to learn and to adapt to the game.
4. Though it might be because of time constraints, there's only one map. This game just BEGS for at least a few maps.
In any case I find this a solid entry. Great work!!
It's really amazing how much you've been able to put into the game, this one is actually spooky! Loved it!
One thing to point out is a very tedious process of confirming your actions. Like, yes, I want to take the f-ing trash! :D
I understand it might be an homage to one of the older horror games (resident evil, silent hill), but it was tedious even then.
Also it's pretty easy to softlock yourself with a baby if you're already carrying something. You really should consider disabling the colliders for interactive objects and the baby.
Overall - a great experience!!
I love the Idea and overall presentation! It's amazing how much you've been able to put into the gave narrative, audio and visual wise!
Didn't like the gameplay though. It's fun for the first couple of rooms but gets pretty slow pretty fast. Especially there was a moment that raised my brow is when you have to possess the same explosive 6 times to blow up a wall. In any case, it has great potential, and the gameplay, while a little tedious, is unique!
I actually love this! A good and innovative puzzle game is a rarity on jams. Great job!!!
Though it bugged out on me a few times. When spawning too close to a spirit you immediately die and you have to die like 6-7 times before it lets you continue. My guess is colliders change with every frame, i.e. the larger sprite in spirit animation the larger the collider.