Play gam!!CRACKEDFACE!!e
Platonic vivisection's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #23 | 4.484 | 4.484 |
| Creativity | #38 | 4.097 | 4.097 |
| Story | #42 | 3.661 | 3.661 |
| Horror | #88 | 3.387 | 3.387 |
| Enjoyment (Best Game) | #123 | 3.468 | 3.468 |
| Sound Design | #279 | 3.048 | 3.048 |
Ranked from 62 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Godot
Leave a comment
Log in with itch.io to leave a comment.




Comments
Very interesting game, which is about all I can say since I didn't really understand what was happening all that much. I wish the items didn't just automatically disappear from your inventory and be used when you enter the room you need to use them in, kinda takes away from that player feedback part that is always good to have in games. Still a very unique and good point and click game, reminds me of Yames's games with the cryptic dialogue and all that, good submission!
Very abstract and weird game. It felt terrible (in a good way, if that makes sense haha), like someone was crawling under my skin.
Definitely up there amongst the most abstract games submitted to the jam! I wish there was more visual feedback or clues to the puzzles, I find myself doing trial and error, clicking everything until something works.
Pretty cool game regardless.
Me witnessing horrors beyond my comprehension (I did not get it)
Would recommend, nice game
Loved it, the aesthetics are definitely the best part, the art and the effects used really present a unique vibe that draws you in, the gameplay is simple but feels like it's meant to show you the story more than anything with an abstract yet dooming story telling. Very atmospheric, and I wanted to point out that making it so you have to piece together a picture was a neat way to use the click and drag inventory system.
Really the only things I can say is that there wasn't too much gameplay, not much struggle when it came to the puzzles, and maybe that's on purpose, but it could be better. Also the inventory system could be a tiny bit more intuitive if you allowed to click and hold drag instead of click and then drag.
Thanks for the positive feedback. I actually agree with the gameplay being boring, this was done after a more gameplay-focused Steam project of mine didn't do very well, so I wanted to try out if I could make something centered on narrative and mood and the Scream Jam was a good chance to get feedback on it.
cool visuals & animations! the inventory system was really interesting, if slightly unintuitive (though i get that might've been the point).
looking forward to seeing more from you!
The visuals are really good but also disturbing and creepy. The story is quite interesting too, nicely done!
very cool experience great art and a pretty enteresting story i dont think i got it completly but its about instead of being creativ people just rely on ai to do everything and that makes it all meaningles or somethig like that lol great art and cool story no complaints
It was a very interesting and disturbing experience! It was really well done!
This is probably the game I felt most compelled to complete and explore! The art style is very well realized. I felt like I was lost inside someplace I shouldn't be, a dream inside of a degraded reality. I'm not quite sure what to make of it. Highly rated this one!
Wow–that was entirely unexpected but wholly welcomed.
Correct me if I’m wrong but this seems like a dissection of technology/possibly AI? usage in modern times. How tech has essentially replaced human creativity and causing people to break down and become part of the ‘machine’ in essence.
Very abstract. I do so adore these experimental/dream core type of games. I like the rawness of the dialogue and the art as well! Very cool game and it was quite a thoughtful experience.
Yes, you got it right. I honestly thought it was pretty obvious.
The analogue horror style can be very creepy, and you executed it well here. I appreciate having the ambient music so we weren't just left in stale silence. Creepy point and click
adventureexperience.Great submission to a horror jam.
Absolutely LOVED this. It's so unsettlingly abstract and uniquely disturbing, right up my alley. The vague, overly edited images create dream-like/nightmare visuals, and the poorly written text adds to this experience, as if you are a broken being trying to figure out what's around you. It's nonsensical, and scratches a part of my brain that I can't describe. Would this be called techno-organic horror?? The puzzles are very unique. I love that you can use your inventory as a place to collect items and solve puzzles. I'm assuming the story is meant to be a little vague, which adds to the mystery factor. Spectacular, what a treat.
Brilliant I love the ideas in this and the art is beautiful keep making awesome content
I was concerned about the visual style of your game. That's a good sign! Well done!
It seems like you always make interesting games. I loved the story; it really captivated me.
The theme is something I think about a lot too. (If that's what I understood correctly.)
As always, the unique visuals are captivating too.
Great game!
It was an incredible game.
The graphics — and the text, which seems complex yet perfectly fits the game’s style — were amazing.
I almost wish English were my first language so I could fully appreciate every nuance.
The presentation that feels like crossing between reality and unreality was absolutely outstanding.
The part that impressed me the most was collecting photos to fill the null exception — such a brilliant idea
Really Interesting Art In This One. The Distorted Rooms And Glitchy Text Made For A Creepy But Oddly Beautiful Experience.
Totally disturbing, a bit like a psychosis simulator. Its grotesqueness reminds me of that DeepDream application that interpreted everything it saw as dogs. Very original, it's great to come across something this weird in a horror jam.
I really liked the writing, too. It seemed to be written in its own disjointed idiom, but the more of it I saw the more of it I "got." And... to the extend I understand it, I think I agree with the message, too.
Note: the inventory interface was a little glitchy--many times I had to click again and again to deposit an item in my inventory, even though it was being displayed as opaque (meaning that the placement should have been valid).
I really liked this game, the photos used in each area were really neat.