love it
Valdarko
Creator of
Recent community posts
I really like this one, it’s like a roguelite horror with a arcade gameplay, super cool idea and with a simple execution, the only bad thing about it was the controls, since jumping over object give you some advantage over the crazy speed of the monster but QWERTY keyboard players like me can’t jump pressing spacebar easily…
other than that solid game concept, I could play this for hours if done properly with more unlockable items and some procedural generation maps, you know, some variations
the aesthetic is on point, I would just tone down/remove the filter but that’s my personal preference
the mouse sensibility is really high and there’s no dead zone so the camera is always spinning(I played in the browser)
other than that, the game is really interesting, has a good horror vibe and if you fix the controls it could be fun horror blend with truck driver simulator
thank you for the feedback, this helps a lot, let’s start:
- so about the bug, the reason why you get stuck after dying is because my peanut brain forgot to enable the controls back again when the layout starts… my bad, I hope to fix it after the end of the voting week.
now the questions:
1 - the “S” button was a left over from the damage system, i leave it there because i had no time to fix it, so it end up being a “unstuck duct tape measure”
2 - the second house I presume is the one at the top in the middle, it should be a shop to buy tools to help on your journey, but since there was no time to code that, I just left it there to remember me later to add the stuff.
3 - it’s a feature, if you die after getting any items you should just wake up in the bus, the bus will be a “hub area” once I make more maps
4 - So the story is my take on the brazillian version of the “sack man” story, you know the story of the guy who kidnap kids and puts then in a sack to eat their liver because back in the day ppl believed that eating liver from kids could cure tuberculosis… that one, in my version the girl you play is on a trip back home in one of the cross country roads, the bus end up having a problem and they needed to stop close to some small decadent brazillian village, there she finds who or what is attacking the village and the true reason behind the kidnappings.
the insects are pretty much a allegory to pests being in your way to slow your progress since you are in a rural zone, but the true enemy is the sack man
https://itch.io/jam/scream-jam-2024/rate/3059345
thank you in advance, here’s my game
geez the map is HUGE the vibe and exploration aspects is really on point, I would just tone down/remove the filter and leave the graphics crisp, but that’s just my personal preference
the stun mechanic was nice but I was constantly trying to hit the monster and pick up the torch very fast, so could not make distance with him
I could not finish the game because it was crashing on my PC, maybe you should give it a look for memory leaks
nice game
walked for about 20 min, heard many sound inclunding someone with constipation problems trying to take a s*** :D but the only thing i found was the top of a tree over one of the walls…
interesting idea with the camera instead of the flashlight but there is no delay so i was just flashing like crazy
I think more reference points like objects, other constructions or just a change in the brick wall texture would make the game less frustrating and provide a sense of progression
what went wrong:
- started jamming super late, had just 1 day and a half to finish :(
- spend too much time overthinking the first idea which was to make a hybrid of gegege no kitarou with Valis… don’t know if I succeeded in my attempt but i’m happy with the result
- spend too much time on the character design and animations, which end up being my favorite thing about this project so it was time well spent
- could not decide for a more storydriven or arcade, in the end I decided for a more simple approach and discover a simple way to do a chase sequence on a platformer, which for me is gold
and that’s it, i hope to finish this one
what went right:
- although the project is obviously missing everything that makes a game… you know.. a game. the project backbone is all there
- I’m really happy about the character animation/design, is super easy to animate and it looks cool
now i could play the game really cool game, at first i was worried about the lack of agency on the combat but after a few minutes it grows on me and i enjoyed a lot and finished the entire game.
really cool aesthetic too, the only thing i think it could change is having a endgame state after you solve the main quest… you know, just the npcs responding to your great feat
you guys should keep doing more “mini roguelikes” with this art style