Thanks for the kind comment! I REALLY tried to get WebGL working, but it was a nightmare of SSL certificates with a web server. The plan was to expand a lot on the journaling aspect and then add random things to do around the island, but you know how it goes with game jams :)
And yea it's a shame that more people aren't playing - the server can only send what messages it has so it uses repeat messages if there aren't more.
I def agree with you on the music - gotta find a musician to work with for the next jam
zrrz111
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I liked the idea of psychonauts-esque diving into a psyche. I had some small gripes with controls and with level layout - lack of coyote time, the best way to fight seems to be just to turn around, and some of the platform segments where you have to jump up going back and forth were frustrating.
VO was nice, graphics where nice, and I could see the potential for this to turn into a bigger game which is great.
Really nice design. I liked the puzzle mechanic and was happy to play the game all the way through. Jumping was a bit difficult on kb/m. I like the subtlety of the relationship to mental health and overcoming obstacles, (particularly in contrast to how on the nose some of the submissions are) but I think its maybe missing something to tie it together a bit more to mental health. All in all though, a fantastic game and my second favorite game I've played in the jam.
I actually really love this concept. Would LOVE to see this explored in a larger game. Some more feedback on crystals timing out, more clarity that you need to attached by walking close, and its a bit short are my only critiques.
Exploring some mechanics like: an attachment that rotates the other robot around you instead of each on rotating individually; a way to unattach robots to get them stuck on specific spots; switches you need to step on; mirrors to bounce shots around; etc. would be super cool to see.
Thanks for playing and thanks for the feedback!
The platform collision has really bothered us, but it was a choice between pretty bad clipping into walls or "floating" off of platforms until we could engineer a more complicated solution that makes it behave differently when on edges. Definitely would be one of the first few things we would fix if we decided to continue this game past the initial 48 hours.