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A jam submission

The Fate of Mont ClairView game page

Submitted by sloath — 2 hours, 41 minutes before the deadline
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The Fate of Mont Clair's itch.io page

Results

CriteriaRankScore*Raw Score
Story#2802.3452.750
Aesthetics#2973.3053.875
Mechanics#3602.8783.375
Sound#3822.5583.000
Overall#5142.4522.875
Theme#5292.4522.875
Fun#6022.0252.375
Music#6771.2791.500

Ranked from 8 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?
1

Did you use any existing assets? If so, list them below.
chilly_durango, KENNEY, Jute

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Comments

Submitted

After some attempts it occurred to me the mouse needed recalibrating with the center point after I read the note and then I could open the door to the room with the fireplace...

It would be better if one had a shortcut key defined for closing the journal page and also for navigating through the notes. 

The transparency for the journal pane makes it difficult to read and with the amount of text (not a lot) the font could be much larger.

It would be nice if there had been at least some notes in the bedrooms to read, and at least a final info "this is all we managed to do for the game" should have been easy to add...


I wonder what it will become if you added some more time to develop the story you seem to have in mind.

Submitted

This game really reminded me of the Thief series, which I love for the atmosphere even more than the actual gameplay. The sigil mechanic is great and could easily form the basis for various puzzles in an extended version.

Last but not least, your method of guiding the player to keep the cursor aligned is ingenious. This is a frustrating problem I face with every single Godot game exported to HTML5 (including my own, Gridscryer), where no standard mouse-capture mode seems to provide a proper solution.

Great game!

Submitted

Couldn't get past the first door at first. Tried leaving the mouse visible when left-clicking on letters which didn't work. Once I hid the mouse it was fine. Opened every door but didn't see anything else that was interactable. Nice atmospheric experience, but was missing actual gameplay except opening doors, not sure how the theme was worked in, if it was supposed to be.

Submitted

The atmosphere with the lightning in the background was cool, and the level gave old-school vibes. Besides that I am not sure if there was much to do. After figuring out how to open the doors I just found another unreadable letter. Did I miss something? It's something you could build upon, but for me it looks like there is currently not much to do besides exploring.

Submitted

I start playing—thinking, “Oh cool, I love the graphics; they remind me of the old Dark Project games” walk up to the door, click on the letters, and think, “Ah, great an escape-room-style puzzle game.” I step back to read the note, but I get mentally fixated on how the door works and completely skim over everything else. I move on, searching for clues to the word. I stood in the hallway , no lie ,for about five minutes, watching to see if the lighting effects reveal anything hidden. Nothing. Then ,because I’m just “so” clever, I run around the area, scouring every corner for ANY kind of clue, until finally I think to myself: “Read the note again.” Yeah… thanks, brain.

All in all, it’s very well done. I really like the potential here, and I can easily imagine how you’d progress through the doors by solving puzzles, unlocking more rooms, and uncovering the story.

I like it.

Submitted

I couldn't make it past the first door because I didn't understand how I'm supposed to open the door :(

Also bug report: If you open the journal and press J again the entries get duplicated :)

Developer

Appreciate the feedback.

1. There's a note/letter in the room right before the first door that goes over how to engage with the door/sigils.

2. Thank you, that has been fixed!