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AndresTapa

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A member registered Apr 19, 2021 · View creator page →

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Thanks a lot! Really glad you liked the visuals and the movement-based mechanics!

And yeah, the controls are definitely something we’ve flagged for improvement. We also agree about the audio balancing — some SFX ended up much louder than others and could use another pass.

We ran out of time for that final layer of polish haha. Thanks for playing and for the feedback!

Thanks for playing! Really glad you liked the visuals!

And yeah, the controls combined with the 45-degree camera angle can definitely be confusing. That’s probably one of the main things we need to improve. We also agree about the audio — some sounds could use more variation and better volume balancing.

Thanks for the feedback!

Thanks a lot! Really glad you enjoyed the game and liked the visuals! We put a lot of work into the atmosphere and overall look, so it means a lot.

Thanks for playing! 

Thank you so much! Really glad you enjoyed it! We definitely pushed ourselves during that week, especially in the last few days haha.

It means a lot to hear that the game felt polished, clean, and fun. Thanks for playing and for the kind words! 

Thanks a lot! Really glad you enjoyed the game!

And yeah, the controls are definitely something we need to improve. Sorry about the visual glitch when loading a checkpoint too! We ran out of time for that final layer of polish before the deadline haha.

Thanks for playing and for the feedback! 

Thanks a lot! Really glad you enjoyed the game!

And yeah, the controls are definitely something we’ve flagged for improvement. Sorry about the visual glitch too — we didn’t have enough time to polish everything as much as we wanted before the deadline haha.

Thanks for playing and for letting us know! 

I really liked how, right from the start, you can tell something feels off, and the music really helps build the atmosphere. I also loved the cozy feeling of the game!

I only got one ending. I managed to get the water and the logs, but couldn’t figure out how to get the food. I might revisit the game later and give it another try.

Also, I really love the 2D/3D mix and the overall aesthetic. Love the game!

Thanks a lot! Really glad you liked the visuals!

And yeah, the movement combined with the camera angle can definitely get a bit confusing. It’s something we’ve flagged for improvement and need to communicate better.

Glad you enjoyed the game anyway! Thanks for playing and for the feedback!

Thanks a lot! Really glad you enjoyed the game!

And yeah, the controls are definitely something we’ve flagged for improvement. For the dialogue sounds, we actually did use some pitch shifting to add variation, but it seems like it wasn’t enough haha. We’ll probably have to try something else or add more variety there.

We ran out of time for that final layer of polish. Thanks for playing and for the feedback!

Thank you so much! That really means a lot to us! We definitely pushed ourselves during the jam, especially in those last few days haha.

We’d love to keep working on it and explore some of the ideas we didn’t have time to implement. For now, though, we’re taking a little break and recovering from the jam 😅

Really glad you enjoyed the game and see potential in it. Thanks for playing and for the kind words!

Thanks a lot! Really glad you enjoyed the puzzles, visuals, and UI!

And sorry about that bug! We didn’t have enough time to polish everything as much as we wanted before the deadline haha.

Glad you enjoyed our game, and thanks for playing!

Thank you so much! We’re really glad you enjoyed our game!

Sorry to hear that. But if you have the time to focus on game dev now, keep going and don’t stop! If you’re using Godot, the next Godot Wild Jam is coming up — join it, make something, and keep learning.

And yes, making even a small profit from something you created is incredibly valuable. €30, €100... it doesn’t matter at first. You made something and someone was willing to pay for it. Keep going!

Narrative structure in games isn’t that different from literature. You just have to consider the interactive side of the story and, if the project grows, how the narrative can extend across different media.

Also, you don’t need to master programming, art, and design all at once. Players generally don’t care how the product was made — they care about getting a good experience for their time. Art might be a bit more sensitive in that regard, but in general, if you have tools that give you an advantage and help you make the game, use them. You can always polish or replace things with handmade assets later.

Remember: first make it happen, then make it better.

Feel free to find me on Discord too. Maybe we’ll even collaborate on something someday!

Cheers!

Thanks for playing! Really glad you found the puzzles interesting!

And yes, there should actually be an ending message there, but it looks like it might be white text on a white background... so definitely a bug :( Sorry about that!

But congratulations on making it all the way to the end — and you actually got the good ending! 🎉

Thanks for the feedback and for letting us know about the issue!

Of course, feel free to copy-paste anything I wrote! If something I learned can help someone else, I’m more than happy to share it.

I actually started my game-dev journey in my 30s too, so I really believe any time is a good time to start, as long as you keep learning and moving forward.

I’m sorry to hear about what you’ve been through. I’d recommend approaching game dev as a side project at first if your situation allows it. Look at what other solo developers have done, study their successes and especially their failures, and learn from them. Making a living from games is already difficult enough, so having some stability while you learn can take a lot of pressure off the creative process.

Narrative games are interesting because they can be relatively simple mechanically, but keeping the player engaged through a story is a completely different challenge. You need momentum: knowing when to push things forward, when to reveal something, and when to slow down and give the player some breathing room. I’d really recommend reading about dramatic structure before diving too deep into one.

And try to have the core of your story figured out early. Once you've built half the game around a narrative, changing its foundations can become very expensive haha.

Also, don't worry too much if “beautiful” isn't there at first. Programming, art, design, storytelling — they're all skills you develop over time. You don't need to master everything at once, and working with artists is absolutely a valid path too.

Thanks a lot for the kind words, and seriously, feel free to ask me anything. I always enjoy helping other devs when I can!

I really liked how, right from the start, you can tell something feels off. And when you change something and the copies start glitching, that was really cool! I couldn’t beat the first boss, but I really liked the idea and thought it was pretty original.

Nice game! I loved how you slowly descend into madness. I couldn’t figure out how to pass the ingredients from one frame to another, though. Still, really nice game!

Thank you! And yeah, I think scope is probably one of the most important — and dangerous — parts of a game jam.

You have to plan your steps somehow. You need time to think, implement, and especially test a lot. The more freedom and flexibility you give your systems, the more opportunities you give the player to break them haha. So for a jam, I try to keep things tight.

Something I usually do is make sure that by the end of the first day, I already have the core loop working, including the beginning and the win condition. I never want to leave the ending for the final days. From that point on, I can expand, polish, and add content, knowing that technically I could build and submit the game at any moment. In a jam you're always going to run out of time — sometimes at the beginning, sometimes at the end, but you're going to run haha.

For me, a game should be fun, but I also want it to be meaningful. Sometimes I achieve that, sometimes I don't. I usually have a little mental checklist:

  • It has to be beautiful.
  • It has to be meaningful.
  • It should be about a journey, whatever kind of journey that may be.
  • It has to tell you something.

That's how I try to make people feel something. I think we all have something we want to share, and games are an amazing way to do that.

As for a commercial release... I don't know yet. I work at a game studio, and I know firsthand that making a commercial game is hard, long, and expensive. I definitely want to make my own commercial game eventually, but right now jams are training for me, and the feedback I get from them is probably the most valuable part.

You can learn these lessons here, or you can take your chances somewhere else where the stakes are much higher. The sad truth is that outside of a jam, you can make a game and almost nobody may play it, even if it's free. Players are incredibly demanding customers. You might buy something you see on the street just because it catches your attention, but with a game, people will read reviews, watch trailers, streams, and gameplay before deciding whether it's worth their time and money.

So the short answer is: not right now, but eventually, yes. And hearing that you would wishlist this one on Steam definitely means a lot to us!

Thank you so much! We’re really glad you enjoyed it!

It was definitely an intense week haha. We tried to keep the core mechanics relatively simple and reusable, so we could spend more time polishing the visuals, atmosphere, and overall experience.

We barely slept during the last few days, and we uploaded the final update just 30 seconds before the deadline — and that update actually included the ending!!! So yeah, it was really close haha.

We’d love to keep working on it after the jam, especially to improve some of the rough edges and expand on a few ideas. But for now, we’re just resting and recovering haha.

If you liked this one, feel free to check out some of my other games on my profile too!

Thanks for playing and for the kind words!

Thank you so much! That really means a lot to us!

I think the key was having a clear idea of what we wanted to achieve from the beginning, and finding general solutions and systems that we could reuse throughout the whole game. For example, the saw and the moving platforms inherit from the same base class, so we could reuse the same core behavior for different obstacles.

Less is more! There actually aren’t that many gameplay mechanics. There are a lot of systems working under the hood, but the mechanics themselves are mostly simple. For example, automatically detecting which input method the player is using and updating the navigation hints accordingly is relatively simple to implement, while designing, testing, and polishing an entirely new gameplay mechanic can take a lot of time.

So we focused more on how the game looks, feels, and what it communicates rather than making the gameplay overly complex.

Thanks for playing our game!

Thank you so much! We’re really glad you enjoyed it!.

Thank you so much! We’re really glad you enjoyed it!.

And sorry about the Spanish haha. The game should detect your browser language automatically, but it seems to fail sometimes. You can change it to English by going to Opciones → Idioma and pressing E or Enter.

And yes, the movement is definitely something we’ve flagged for improvement. Now that you know about the language setting, we’d love it if you gave the game another try and got to experience the story in English!

Thanks for playing and for the feedback!

He has to send you a link, and you have to click it to accept becoming an admin.

Thank you so much! We’re really glad you liked the visuals — and yes, Monument Valley was definitely one of our main inspirations!

The custom loading screen actually has a technical purpose too! Besides loading the files, I use it to “warm up” the GPU. While the loading screen is showing, I instance and render the level resources once, so the shaders get compiled and the meshes and textures are uploaded to VRAM before gameplay starts.

That way, everything is already prepared when it first appears in-game, which helped us get rid of the little stutters we were getting in the web build.

So if you ever run into something similar in a web game, that’s one way to deal with it!

And of course, I’ll check out your game too. Thanks for playing! 

Thanks! Really glad you liked it! And yeah, some of the puzzles definitely could have been communicated a bit better haha.

Of course, I’ll check out your game too!

Just a small tip: ask your friend to add you as an admin/contributor to the itch.io project. That way, the game can show up on your profile too, and you can easily share it when commenting on other games. We made this game with three friends, and they all have it on their profiles as well.

Thanks for playing!

Excellent UI design! It feels extremely polished and communicates everything really well. The art is great too, but the UI especially stood out to me. Excellent job!

What an excellent game! Extremely polished in both gameplay and art. I loved the story too, but what stood out the most was the overall gameplay experience — it feels really fluid and satisfying to play.

Amazing job!

What a solid implementation of the theme! You really can’t trust anyone — everyone could be a robot, and they’re surprisingly hard to spot.

Really nice entry and a solid game overall. Great job!

Loved the game and its atmosphere! The AI on the computer was really interesting too — how did you make it? I’m really curious!

Thank you so much! And yes, Monument Valley was definitely one of our main inspirations, along with Journey and Tomb Raider GO, so you caught that haha.

We totally agree with the feedback. Some mechanics, especially the lever interactions and climbing, needed better visual communication. We ran a bit short on time for that final layer of polish.

Same with the audio — more SFX variation would definitely help, especially since you hear those sounds quite a lot throughout the game.

Really glad you enjoyed the visuals and the overall experience. Thanks for playing and for the detailed feedback!

Thanks for playing! Sorry to hear you found it too difficult.

Yeah, some of the puzzles aren’t as intuitive as we would have liked, and the movement system combined with the camera angle definitely doesn’t help sometimes. That’s something we need to improve and communicate better.

Thanks for the feedback!

Thank you so much! We worked really hard on the environment and atmosphere, so we’re really glad that stood out to you. We wanted the world to have its own identity and feel immersive from the very beginning.

Thanks for playing!

Really nice game! Extremely polished overall, and I absolutely loved the “gnomonic device” haha. Such a great little detail and extremly usefull!

Great job!

An unfair platformer!! Nice, I love the classics! I’d suggest adding a death counter, and maybe some more visual feedback or effects on the spikes when you die.

The controls feel a bit heavy for a game with such precise collisions and fast events, especially since the game is already pretty challenging.

I got stuck at the double-jump section and couldn’t quite figure out what I was supposed to do next.

Still, really fun entry! Nice job!

An unfair platformer!! Nice! I love the classics, and I really enjoyed this one. Sadly, it was a pretty short experience — I would’ve loved to see more of it!

Really nice visuals too.

Nice job!

Extremely polished art style! The pixel consistency really got me — everything looks so cohesive and well put together. Really nice entry with some seriously hooking gameplay!

Great job!

It reminded me of games like Fallout 2 and Dwarf Fortress. Really nice entry, I loved it!

At one point I couldn’t build any more or get more refugees, and I couldn’t quite figure out what I was supposed to do next.

Still, really enjoyed the game. Great job!

I got two endings, and then I lost my partner :( I couldn’t manage to get the other endings, though!

Nice entry! Keep it up — there’s a lot you can learn and build on from here!

Really nice game! Excellent work on the shaders!

I usually don’t play clickers, but there was something really satisfying about watching everything slowly get painted. It kept me hooked all the way through!

Great job!

Thank you so much! We’re really glad you enjoyed it.

And yes, some of the puzzles weren’t communicated as clearly as we would have liked. In some levels, progressing requires completing all the dialogue, collecting all the memory shards, or meeting specific conditions — like having a lever and pressure plate activated at the same time.

We definitely need to make those conditions more intuitive and clear to the player.

Thanks for the feedback! Now that you know this, we’d love it if you gave the game another try!