This is some really beautiful art, I loved the ending. Great work!
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PYRAXIA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #3 | 3.960 | 3.960 |
| Visuals | #3 | 4.360 | 4.360 |
| Overall | #12 | 3.680 | 3.680 |
| Execution | #19 | 3.440 | 3.440 |
| Game Design | #27 | 2.960 | 2.960 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very immersive soundtrack and use of (IIUC) solari lighting and chromatic aberration!
For the first level, it took me a while to realize that 71 wasn't an FPS meter ;) I thought like other players that I'd need to carry each box around, but one can just strafe back and forth and chuck them over the shelves. I thought they were spaghetti boxes though others think chocolate bars. It seems sometimes there can be a miscount since it took like five tries before there actually were all that many available! (I think maybe one or two times, I saw the number go up, so maybe a box bounced back out of bounds?).
Anyway, the atmosphere and soundtrack made it worthwhile to achieve that goal and advance.
I grokked the forest/searchlight level fine and got past it much more easily.
But I got stuck at the house/spooky level. It seems the ghost rushes you when you enter the room within 3 or 4 frames, with no time to adjust or move. The other rooms along the hallway are all inaccessible, right? I didn't find anything else to do/use in that.
For competition scoring, audio could have been improved if there'd been e.g. footsteps, breathing, throwing etc. sounds along with the soundtrack. The gameplay would have been improved with a bit more information about the goal of the level. E.g. for the first, "clean up this mess" or "steal these" would be sufficient.
Ah, as always, a Griffin submission does not disappoint :) Only thing I did not like is how long it took my caveman brain to understand how to proceed with the first level. From there, it was smooth sailing!
I greatly admire your ability to tell a compelling narrative / paint an emotional picture without any words, just by atmosphere alone. Without going into spoilers, I loved the ending. I first thought I was doing something wrong, then realized how ludonarratively dissonant my own expectations were, and accepted the end for what it was. That left me with a pretty warm and fuzzy feeling.
Thanks for the experience <3
Maybe I’m too impatient but there is no way I’ll get that 70 down to 0. I looked around the supermarket hoping it was a fake goal to reach but found no way out. The rest of the screenshots look interesting but you might want to tune that number way down so more players will reach the rest of your game, I think about 12 would be alright, a higher number can work but something would need to keep the player more engaged about handling boxes.
got really upset after shoplifting everything but 10 boxes and getting killed by a chocolate bar. Nice aesthetic. The noise shader could be a bit less noisy in my opinion.
Very well done! Love the vibe, feels very fever-dream-y indeed. Didn’t think I could be so scared just from barcode boxes.
Really beautiful aesthetic. Great music and assets and impressive to see they're all custom let alone made in the jam period. Great job on this! I did get stuck at the end with the ghost box girl.
Very well put together visually and fitting for the jam.
Its more an expirience than a game imo.
i really LOVED the game's aesthetics and the distorted visual, that's awesome. and the backrooms like ambiance is fantastic !! however, 71, (yes 71!) chocolate bars (i mean for me that's the chocolate bars) is TOO MUCH ! when you spend a hell of a time throwing all that away and in the end an enormous chocolate bar just oneshot you is not very funny :c so yes, i adored the idea and stylistics but need to rethink a little bit the gameplay part. and also sometimes i had a bug that my character just would not throw the chocolate bar away from his hand










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