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A jam submission

Dawnless: The Climb DemoView game page

The fox remembers.
Submitted by LukeZockt2010 — 18 hours, 33 minutes before the deadline
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Dawnless: The Climb Demo's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#73.2503.250
Theme#93.7503.750
Overall#123.1463.146
Creativity#133.2503.250
Gameplay#133.0003.000
Presentation#142.7502.750
Story#142.8752.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Witching Hour in your game?
I incorporated the theme of the "Witching Hour" by having the player step into the role of a witch engaged in a race against time—before the Witching Hour begins on the Blocksberg and her family and friends are sacrificed to a dark god.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
Yes, the player has a companion in the form of a magical cat, with whom they can solve puzzles.

Did you create your game in RPG Maker?

Yes

Does your game contain AI-generated assets?

Yes

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Comments

Submitted(+1)

The gameplay is quite enjoyable. I love Atlas and the shapeshifting idea! The puzzles are not too hard to figure out, they are pretty straightforward. Adding a bit more puzzles would be nice. There' may be a few too many screen fade during the chase sequence when the ghosts appear, which makes me a bit disoriented. Otherwise it is a good game. I look forward for the full version!

Developer(+1)

Thanks for the nice feedback; I'm glad you enjoyed the game. I actually announced the full version yesterday, and it will definitely feature more puzzles. I'll also try to adjust the settings so that the screen doesn't fade out quite so often during the hunting sequences. If you're interested in the full version, I would really appreciate it if you subscribed to my GameJolt page and my YouTube-channel, where I post regular updates on the projects I'm currently working on: https://gamejolt.com/@LukeZockt2010 

https://www.youtube.com/@lukezockt3730

Submitted(+1)

Some translate problem sometimes, but it's not so difficult to understand (and it's not really a problem).
 I like your idea of the shapeshifting cat,  real good idea. I had a problem during my session at the real beginning of the game where all introduction go faster than I could read it. And I was always blocked in the cells when ghosts are on me, with no escape when arriving in a dead-end. But, I think you have nice ideas and it was a good moment to try, just explained to me how I could escape from the ghosts that I could play one more time to enjoy all your game :)

Developer (1 edit) (+1)

Thanks for the nice feedback. I think I know what your issue with the ghosts is; your best bet is probably to stick toward the center of the first map when moving around them, and—on the second map with the narrow corridor—to walk along the upper row of tiles rather than the lower one, since you occasionally get teleported to the upper row from there, which can be a bit confusing. Another tip: at the end of the second corridor—the one with the cells at the top—where the hallway dead-ends, there is a door you need to go through to escape the ghosts. I’m not sure if you spotted it. I’ll likely be uploading a playthrough to my YouTube channel sometime soon—perhaps even this weekend. Here is the link to my channel: https://www.youtube.com/@lukezockt3730

Submitted

Mir hat alles gefallen, was ich gesehen habe, bis auf das Leveldesign. Deshalb konnte ich nicht weitermachen. Es tut mir leid.

Developer

In Ordnung, kein Problem, ich werde versuchen die Level in der Vollversion (sollte sie existieren, ich habe gerade noch andere Projekte  am laufen) zu überarbeiten.

Submitted (1 edit)

Outside of localization issues and lack of UI polish, I liked how the game felt before the first save point. It was enjoyable to play with a lot of detail on maps and nice music. The idea with shapeshifting cat was neat too. 

Starting from the first save point, my enjoyment took a nosedive—frustration (short time check, first half of chase sequence), worse atmosphere (music stopped, most maps became less elaborate than before, still liked the bridge though), and a secret with AI thingy.

Overall at least half of it was done decently and can be enjoyable.

Developer

Thank you very much for the feedback. Unfortunately, I didn't have much time for the second half of the game, as I've been very busy with school lately, among other things. I will try to address these points of criticism in the full version—for which I now, of course, have more time. For updates on this and my other games, feel free to follow my YouTube channel: https://www.youtube.com/@lukezockt3730