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Which Theme did you choose?
Road Trip
How did you implement your chosen Theme in your game?
Inspiring by the tv show supernatural
Did you implement any of your Theme's Bonus Challenges, and if so, which ones?
i dont think so
Does your game contain AI-generated assets?
Yes
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Comments
Couldn't find my way out back, but clear that you've got a story to tell.
Carry on (DEMO) — my review
Where I'm standing: Following the initial build issues under supernatural-the-road-so-far, I came back to this updated re-submission (Carry on (DEMO)) hoping the dev-side patches would bring the underlying game into focus. While it clears the game-breaking freeze wall of the initial upload, take my notes as coming from someone who values structural polish and smooth narrative pacing.
Theme — 2.5/5
Selected Theme: Road Trip / Investigation
The Supernatural-inspired premise of a hunter's road investigation fits the thematic spirit on paper, but in practice, the road trip element acts more as background framing than a mechanical or narrative spine. The page leaves much of its exact jam placement implied rather than boldly declared.
Gameplay — 2/5
The shift into a top-down action RPG format is ambitious, but key systems suffer from noticeable mechanical friction. Combat logic feels inconsistent—player HP can hit 0 without triggering a defeat state, allowing you to fight indefinitely. Sprite movement leaves visual trailing artifacts across the map canvas, and collision/sorting layers cause player sprites to render awkwardly over roofs rather than clipping properly behind structures.
Story — 2.5/5
The lore-heavy hunting premise retains a solid classic-urban-fantasy core. However, narrative execution leans heavily on linear, non-skippable text dumps between scenes. As a interactive piece, it currently offers minimal agency to influence or shape the investigation.
Presentation — 2/5
While the updated build is finally playable in HTML5, the overall presentation remains in a rough prototype stage. Long, unskippable transition pauses between dialogue sequences disrupt the pacing, and environmental depth sorting needs significant cleanup.
Creativity — 2.5/5
Translating a hunter/investigation narrative into a top-down RPG format is a welcome change from standard first-person walking sims. However, without tighter mechanics or a fresh narrative spin, it struggles to break out of basic genre tropes.
Horror — 2/5
Horror relies heavily on the implied monster-hunting premise rather than active in-game atmosphere, tension building, or psychological dread. The technical glitches and immortal combat states tend to undermine whatever eerie mood the narrative attempts to build.
Overall — 2.2/5
It is commendable that the developer addressed the critical load freezes to get a functioning HTML5 build uploaded for voters. However, Carry on (DEMO) remains an early, bug-heavy prototype that needs substantial mechanical tuning, UI polish, and narrative streamlining before its hunting premise can truly land.
Thanks for your honest comment, well I'm not a professional game developer, i tried my best.