the core of this game is solid, i only have a few minor complaints. the game feels a little slow, the player character could move faster, and the enemies have a bit too much health. my other main complaint is that when you die it sends you back to the beginning of the game which is a little to punishing for a game jam game IMO. other than that great game
woutan
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do you play magic: the gathering? this feels like there's some influence from it here. I though the deckbuilding was really fun, but the UI could be pretty cluttered at times. Unfortunately, I wasn't able to finish the game because of bug where any time I opened a shop or looked at my deck, I couldn't X out of it, and I had to restart.
honestly this was much more relaxing than scary to me. if that's what you were going for then it was perfect, but if you meant it to be more horror focused, you might want to make the hallucinations something more immediately threatening. something like there being someone in the lighthouse, as opposed to the phone ringing. also, a more intense lose scenario would make the game feel a lot more tense.
I like how the wind clouds are a hazard that doesn't immediately kill you, and eventually you can play around them. it would be nice if you could tell which direction, they push you in. other than that I only have a few gripes about some minor things. being able to use wasd instead of arrow keys and being able to make the game Fullscreen.
thank you for the in-depth explanation! after playing it all the way through I would say it might be a little buggy, several characters where approaching death for multiple days straight without food or water and nobody actually died, I saw some items in the camp that I didn't actually have, etc. but I'm sure those would have been fixed had there not been a deadline. other than that, the art style was great, and the game was overall very fun!
unfortunately, I don't know how to fix the screen size. I set a custom resolution for the game (1920 x 1080) so that all of the Ui elements are always visible to the player. that's probably my fault for using regular labels for all the Ui and not doing anything to account for screen size. that's something to be aware of for next time, I guess. Something i was not expecting when i started making games was that trying to get the basic things like Ui to work on other systems
I think that even though the concept started as a spin on classic rpg leveling systems, it would cause less confusion if it was presented as something else. functionally the same but flavored as "stances" or something. an easier way would probably just be to have a sentence in the tutorial that says that you need to respec to fit the situation lol.
this genuinely feels less like a game jam game and more like the demo for a full indie game. it is much harder than most of the other games I have played, but the controls are so tight and predictable that I never really got frustrated. the gameplay is super unique and I think that you can totally turn this into a bigger project
this is by far the best game from the jam I have played so far. the art is fantastic and its pretty polished too, i did encounter a bug where I couldn't select the slingshot. other than that, my only gripe is that the main gameplay loop of respecing so suit the situation isn't explained super well. for me it was a little confusing that they still called skill points even though they function very differently than in other games.