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Alice in Deadland's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #12 | 3.833 | 3.833 |
| Aesthetics | #18 | 4.200 | 4.200 |
| Sound | #19 | 3.667 | 3.667 |
| Music | #21 | 3.633 | 3.633 |
| Mechanics | #23 | 3.667 | 3.667 |
| Overall | #25 | 3.667 | 3.667 |
| Theme | #36 | 3.967 | 3.967 |
| Fun | #41 | 3.433 | 3.433 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
Only me.
Did you use any existing assets? If so, list them below.
Alhamdulillah, all the art, programming, and design were done by me. All the SFX and music in the game are either free for personal use or tracks I purchased over the years.
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Comments
love the art style.
Little bit to much story at the beginning :D and could have done with a little more tutorial element,..
But a great puzzle game set up, and I'd be interested to see if you continue this to mobile, or steam.
Thank you so much for playing the game and for your feedback. And hey, who knows, maybe you will find it on Steam one day. ;)
this is absolutely fantastic! I am so glad I still had time to play this, great job! It is hard to give any suggestions for the future, other than perhaps including a more interactive tutorial as it still takes some time to get used to. but that's just an optional nit-pick and the first level can be seen as tutorial as well :)
Looking forward for more!
Thank you so much for playing the game. I am really glad you had a chance to play it and found it fantastic.
I absolutely agree with you that an interactive tutorial would be great, especially since many players found the game confusing and hard to understand at first.
Thank you again for playing the game and for your feedback.
I thought the game was really unpredictable. I died so often, because the enemies kept switching their view and I didn't anticipate it.
It certainly is a very interesting idea
Thank you for your feedback.
Every enemy that has its weapon colored red will change direction. For those enemies, once they finish their turn, they change their direction before your turn starts. This was done to make it clear and fair for the player.
This means you do not have to predict anything, as everything happens before your turn begins.
Thank you again for your feedback, and feel free to share any other points that confuse you or that you think could be improved
Really polished experienced, great story, and interesting mechanics. Clearer communication of enemy behaviour would definitely improve the experience, but it was a great play, and art was fantastic!
Thank you so much for playing the game and for your feedback. Could you please give more details about what you mean by “clearer communication of enemy behavior”?
Here are my thoughts and some explanations:
If you mean the pushing direction when enemies push each other or other objects, it is random on purpose to introduce chaos and create different situations, making every attempt at the level feel a bit varied.
If you mean the turning enemies, every enemy that has its weapon colored red can turn. For those enemies, once they finish their turn, they change their direction before your turn starts. This was done to make it clear and fair for the player.
Thank you again for your feedback.
Yeah of course, for me I mostly just didn't have any idea how the enemies worked at all until they first did it, there wasn't any instructions on their behaviour (unless I missed something which is entirely possible). For example, the fact they only attack whilst facing you is not something I knew until I accidentally ended up next to an enemy and expected to die but didn't, I also figured since they kill the player they would kill each other so I set that up and they just pushed each other. This could be intentional where you want players to work that out, but for me personally the challenge was the puzzle and not having any info going in on how the enemies behaved took away slightly from the actual puzzle. It was an incredible game, and super creative mechanics, that was just one small thing that could have enhanced it for me.
Thank you so much for pointing this out.
In my past games, whenever I introduced a new mechanic, I added a short dialogue at the beginning of the level to hint at it. But with this game, I really wanted the player to relate to Alice in the sense that you do not know anything about the strange place you are in. You learn through trial and error, live her confusion, and survive by analyzing the chaos.
I see now that I may have overdone that in some parts, which led to losing some gameplay clarity. Thank you so much for your feedback, it was really informative.
realy nice puzzle game
a bit hard to understand at first but thats okay it usually takes a bit more time for me
nice game
Thank you so much for playing the game. I am glad you enjoyed it.
The puzzle mechanics are engaging and the art style is striking, but the controls can be unintuitive, especially with the WASD setup. The game's pacing might benefit from a more gradual introduction to its mechanics. Additionally, clearer visual indicators for enemy behaviors could enhance gameplay clarity. If you have a moment, I'd appreciate it if you could check out and rate my Halloween jam game too: /jam/gamedevtv-halloween-jam-2025/rate/3971977
:)
Thank you for playing the game. The game could indeed benefit from more gradual pacing. My main concern was the average player’s attention span, and I really wanted players to see as much of the game as possible. That is why I even added the option to skip levels. I now see how that could affect the player’s learning process and their gradual understanding of the game. Thank you for pointing that out.
As for the controls, you made a very solid point.
Thank you for your kind words and your feedback.
Great job on this! The artstyle is really amazing, and just with a minimalistic palette youve made it look amazing, great work on that! The intro was really cute and felt very smooth to navigate. The puzzles were quite challenging but the mechanic was unique. im not great at puzzles in general and i dont play many puzzle games, so i think the difficulty was quite right. the music and sound effects added really well to the overall ambience. Overall, a complete game, solid entry to the jam ,well done :)
Thank you so much for playing the game. I am really happy that you liked it and found it a solid entry. As for the minimalistic palette, I really love it, especially monochrome, because it lets you focus on the overall drawing rather than shading, highlighting, and adding details, which take a lot of time. Thank you again for playing the game.
The art of the game and its mechanics were very beautiful and polished. The puzzles were simple yet complex, but the controls felt a bit unusual to me at first, though I quickly got used to them.
Thank you so much for playing the game and for your feedback.
Very nice puzzle game and i love the art, was a bit hard to get into but once i got it it was fun to play.
Only thing is the controls messed me up somehow, i expected the wasd to move the pieces around and i kept pushing W when i wasn't meant to
Thank you so much for playing the game. I am really glad you found it fun and liked the art.
Unfortunately, the controls were a big flaw in the game. It completely slipped under my radar, and I did not notice it until it was too late. I am planning to fix it after the jam and do proper player testing for my future games.
Thank you again for playing the game.