Really enjoyed the art style and how the story is presented. Everything works together to create a tense and immersive atmosphere.
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This Incredible, Horrible, Hunger's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #8 | 2.864 | 2.864 |
| Music and Sound | #10 | 2.500 | 2.500 |
| Overall | #14 | 2.545 | 2.545 |
| Graphics | #16 | 2.682 | 2.682 |
| Theme | #24 | 2.409 | 2.409 |
| Gameplay/Fun | #25 | 2.273 | 2.273 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
cool game, I really liked the art and the sound but one thing maybe have different music play for the text portion based on the tone of the text. I had a good time playing.
Interesting, a 2D RPG type game. I feel like the player's walking speed is a bit slow, and I'm spending quite a bit of time just walking through the spaces. Could this be sped up? The text speed is also a bit slow. Minor nitpicks, but sometimes I'm the kind of player who likes to go fast.
I liked the story, the story twist partway as well as the general horror vibes conveyed through the art and style... although horror is not generally my thing. The moving furniture mechanic is also pretty interesting. Now, need to be careful not to start eating someone.
I agree on the speed observation - both the text and the walking speed. In past jams I had text move at my preferred pace and folks complained it was too fast! In the future I'll probably just include speed settings.
Similar with the walking speed. Tough to find the balance between deliberate pacing and too slow. I had intended to include a limited sprint option, but it was one of those deadline sacrifice decisions.
I do appreciate the feedback, am grateful you played, and typically do a post-jam update that includes the jam feedback.
Thanks!
really interesting story, i like it =D insane entry, feels great and for a game jam is this entry an insane work !Best regards to the idea
I think this is one of the most polished games in the jam, at least among the ones I’ve tried so far. I even watched Navy play through your game in live, and it was clear that she spent a good amount of time engaged with it. That alone says a lot about how well the game holds the player’s attention.
The art style isn’t really my personal taste, but I can definitely recognize how well executed it is. The main menu screen, in particular, looks amazing: the use of dithering in the pixel art and the dark, moody color palette work extremely well. The way the theme is interpreted is also interesting and, more importantly, original, which gives the game an extra point in my book.
love love the idea for this and the mechanics, there's a lot of tweaks that can be done to convey the experience even better, but so far this is my favorite entry !
my main gripes are:
- i can just jam myself between an unbreakable wall and wait it out, time passing isn't tied to moving or exploring so i had no incentive to walk around if i can just let it run out
- text speed is very slow, unless there was a point to it being that way and getting you to be patient, i'd at least make the text load fully after pressing space instead of skipping entirely, i personally have a hard time reading things that load word by word so i kept wanting to see the whole text
- story details, it opens up with a great quote about it all being a metaphor for greed, but then the actual gameplay is literal hunger, i wish we got to know about the other people and why i was being drawn to them, what about that makes me greedy
- there was a really cool mechanic of moving furniture that could've been used to make me barricade myself, but like i said in the first point i could just stare at an unbreakable wall and didn't get a chance to get creative with slowing myself down
this is probably out of the scope for this jam, i still enjoyed it a lot, i think it just got my brain thinking how i'd expand on it since i do like it a lot, best of luck on your future projects !
We're so glad you enjoyed this! Thanks for the feedback!
1. I will say (this is the playtester of TI2 talking here) that the basement was redesigned because of the same "jamming" method because originally you could just jam yourself in front of the stairs and wait it out. But I got sick, and the main dev had limited time and was unable to check/redesign for those other areas in time. The main dev is also the artist/composer/everything, so everything here was done in one week by one person, and having the playtester out of commission definitely meant some things would need to get readdressed post-jam.
2. The funny thing about the text speed is we both talked about it because in the past we've made the text speed too fast. So I guess we undercompensated in this case. Adding a full text load option before it skips is a great idea.
3. My understanding of the story is that the ending text (when you survive until sunrise) is supposed to sum up the metaphor for the hunger being like greed. The insatiable greed draws people in just like the insatiable hunger draws the wyndigo to feed on people, but if we abstain it solves the problem. If the dev has a better summary, I'll have him post.
4. The intent was to either barricade yourself or others. I found it depended on which floor you were on to decide which strategy made the most sense.
Truly, we appreciate the thoughtful feedback! Thanks!
Hi! The main dev speaking now.
Your feedback was very detailed and greatly appreciated. I'm planning a post jam release with many overhauls. As you pointed out there are a lot of opportunities to further explore greed - especially in an old manor with (presumably wealthy) patrons.
My intent is to break it into a three act structure - introduction, expanded house exploration, then the survival portion.
Thanks again!
Pretty cool little game. It felt a bit unpolished to me, lots of little nitpicks but overall a pretty nice experience. I think the music does kind of betray the atmosphere of the game though. Again, pretty cool game and I really enjoyed the art. Well done!




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