This is a very polished and fun game. It's just diverse and horror enough to make it a top tier game of the jam. Here is a recorded version, starting at 04:42 - GBJAM 12 (4K 60FPS) (youtube.com)
Love this! The art / pulsing animations are super clean, and the music/sound effects are great. I think it’s a really fun mechanic to be looting around this haunted building, trying to stay sane, and the actual action of looting feels really smooth. Just long enough to make me nervous.
I think the moment of ‘death’ is missing something though. I like the environmental storytelling of seeing NPCs who look like you, but turn out to be monsters—maybe upon dying, after the ‘It’s too scary’ if there was a single image at the end showing that upon losing your sanity you became one of those monsters roaming the halls for the next traveler to find 😲 I assume that was already the implication, but it might be cool to see it explicitly shown.
I also really like the way the lantern works. When it gets low, the game really does get claustrophobic and feels scarier. And the opening few seconds before the ghosts come out is a smart choice, because it gives a much stronger sense of dread to have that moment where the lights turn off than if the game just started and the ghosts were already roaming around.
Great job! I loved LUCID when we were doing Adventure Jam, and I was looking forward to seeing more of your work! Once again super tightly designed and with a very strong world.
Thanks for the kind words Nick and great suggestions! I remember watching the video you did for LUCID with a big smile on my face throughout the entire thing.
Cool game! I played until reaching the money goal. The enemies are cute and spooky, and the pixel art is amazing. The soundtrack fits perfectly with the vibe. I would suggest adding a sprint option with a stamina bar, as I felt frustrated not being able to move faster. It might also help to include [HOLD Z] to destroy boxes and chests. I didn't find much use for brightening the lamp in my gameplay, but perhaps it could be used to drive away certain enemies. Additionally, keeping the timer above the sanity bar and having the player lose sanity over time would add a sense of urgency to the game. Wonderful job—keep up the great work!
Ohh thank you for this super valuable feedback! I agree with all these points (especialy the [HOLD Z] since that tripped a few people up!) and will use them to better the game in the future!!
Love the spooky but also cute vibes. Great graphics. My only complaint is that need to mash buttons to open/break stuff. I get that you want to keep the player busy, but perhaps a cooldown would have been better, rather than have the player press a button a hundred times really fast.
Thanks! The action is to hold the button, not mash! But thanks for the feedback, it’s not super clear if you skip over the quick objective menu. I’ll make sure it’s way more obvious in a future update!
Oh haha I see that it says so in the instructions as well. It's just unintuitive because pressing the button punches the thing, so the logical conclusion is to press the button again to hit again to open it faster.
← Return to game
Comments
Log in with itch.io to leave a comment.
This is a very polished and fun game. It's just diverse and horror enough to make it a top tier game of the jam. Here is a recorded version, starting at 04:42 - GBJAM 12 (4K 60FPS) (youtube.com)
Love this! The art / pulsing animations are super clean, and the music/sound effects are great. I think it’s a really fun mechanic to be looting around this haunted building, trying to stay sane, and the actual action of looting feels really smooth. Just long enough to make me nervous.
I think the moment of ‘death’ is missing something though. I like the environmental storytelling of seeing NPCs who look like you, but turn out to be monsters—maybe upon dying, after the ‘It’s too scary’ if there was a single image at the end showing that upon losing your sanity you became one of those monsters roaming the halls for the next traveler to find 😲 I assume that was already the implication, but it might be cool to see it explicitly shown.
I also really like the way the lantern works. When it gets low, the game really does get claustrophobic and feels scarier. And the opening few seconds before the ghosts come out is a smart choice, because it gives a much stronger sense of dread to have that moment where the lights turn off than if the game just started and the ghosts were already roaming around.
Great job! I loved LUCID when we were doing Adventure Jam, and I was looking forward to seeing more of your work! Once again super tightly designed and with a very strong world.
Thanks for the kind words Nick and great suggestions! I remember watching the video you did for LUCID with a big smile on my face throughout the entire thing.
Cool game! I played until reaching the money goal. The enemies are cute and spooky, and the pixel art is amazing. The soundtrack fits perfectly with the vibe. I would suggest adding a sprint option with a stamina bar, as I felt frustrated not being able to move faster. It might also help to include [HOLD Z] to destroy boxes and chests. I didn't find much use for brightening the lamp in my gameplay, but perhaps it could be used to drive away certain enemies. Additionally, keeping the timer above the sanity bar and having the player lose sanity over time would add a sense of urgency to the game. Wonderful job—keep up the great work!
Ohh thank you for this super valuable feedback! I agree with all these points (especialy the [HOLD Z] since that tripped a few people up!) and will use them to better the game in the future!!
Love the spooky but also cute vibes. Great graphics. My only complaint is that need to mash buttons to open/break stuff. I get that you want to keep the player busy, but perhaps a cooldown would have been better, rather than have the player press a button a hundred times really fast.
Thanks! The action is to hold the button, not mash! But thanks for the feedback, it’s not super clear if you skip over the quick objective menu. I’ll make sure it’s way more obvious in a future update!
Wait, you're supposed to *hold* the button? That does make sense but I've been mashing the button like crazy too.
Oh haha I see that it says so in the instructions as well. It's just unintuitive because pressing the button punches the thing, so the logical conclusion is to press the button again to hit again to open it faster.
Absolutely, you’re 100% right with that one. Thanks for the valuable feedback again, I’ll give that a little more thought next time.
i love this game a lot, it has 10/10 atmosphere and 10/10 gameplay
Thank you so much!!
Woah! I'm totally gonna enjoy this🎮🎩❤