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A jam submission

Anjin BayView game page

Submitted by exedexes1 (@exedexes1) — 35 seconds before the deadline
Rated by 1 person so far
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Anjin Bay's itch.io page

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Which Theme did you choose?

Time Travel

How did you implement your chosen Theme in your game?
I did kind of like The Final Countdown with Kirk Douglas except taking a small CVA carrier back in time to 1600 Japan like Shogun

Did you implement any of your Theme's Bonus Challenges, and if so, which ones?
yeah but i have like 90 sec to submit lol

Does your game contain AI-generated assets?

Yes

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Comments

Developer (1 edit)

@Studio Mars good catch!

so like that person who hazed me with a negative review was themselves an AI bot?

hah and i felt bad about their review too

I was vulnerable to believing them too (because my game is legit half-made, I mean my real review score would be down near there lol off unfinishedness)

pfft!

--D

Submitted(+1)


Where I'm standing: As someone who comes up making atmosphere-first horror and interactive narrative, I look closely at how jam entries leverage their scope to build an immersive emotional state. Let's look at Anjin-Bay for Themed Horror Game Jam #25 and break down how it holds up across the standard evaluation categories.

Theme — 1.5 / 5.0

The conceptual connection to a horror-specific jam mandate feels weak and tangential. Rather than engaging directly with the psychological or atmospheric core of the prompt, it gestures vaguely at the setting without using its narrative space to interrogate anything genuinely unnerving. It reads more like a general atmospheric scene exploration than a focused response to a thematic horror challenge.

Presentation — 2.0 / 5.0

Visually and aurally, the project leans on basic styling and standard template parameters that fail to establish a cohesive or gripping environment. The interface and layout elements lack the polish and intentional art direction needed to pull a reviewer into the atmosphere, resulting in an experience that feels flat rather than immersive.

Horror — 1.5 / 5.0

True horror demands deliberate pacing, tension, or psychological weight. Here, the experience misses the mark on building genuine dread or unease, offering little in the way of atmospheric payoff, systemic dread, or memorable scares to keep you on edge.

Gameplay — 2.0 / 5.0

The core loop is minimal and unengaging, functioning more as a barebones prototype than a fully realized interactive experience. Controls and interactions lack feedback and depth, leaving you moving through the space without feeling any meaningful stakes or mechanical friction.

Story — 1.5 / 5.0

The narrative presence is virtually non-existent, offering little lore, character grounding, or environmental storytelling to give the setting any real weight or emotional texture. Without text or context to anchor it, the world remains entirely hollow.

Creativity — 1.0 / 5.0

There is very little original mechanical or artistic spin on display here. It relies on well-worn conventions and template structures without subverting them or bringing anything distinct to the table.

Overall — 1.6 / 5.0

Anjin-Bay feels more like an unfinished conceptual tech test or a rushed jam upload than a cohesive horror experience. Because it lacks narrative drive, thematic depth, and atmospheric tension, it fails to stick the landing as a memorable submission for the jam.

Developer (3 edits) (+1)

Accurate :)

Riders of The Nine Planes got the lion's share of the effort and the credits this pass.

You're doing what a high-detail reviewer -should- do.

And not only that, I failed to pop in the comments and say 'read the project page where I say roughly the same'

tee hee

--D

main website:

https://exedexes1.com/