This feels like something Lucas Pope could have come up with. Mundane administrative work (entering digits in this case) underlying severe moral choices or intrigue. It went on a bit too long for me with the current concept. But perhaps there's more to be explored here. I invision a version of the game where one of the "good" ending is hidden behind a route where you have to figure out the coordinates of your own base and bomb those instead,but still have to do horrific things in order to even get to that point.
BasWasTaken
Creator of
Recent community posts
Please develop this further. I have a feeling you are capable of making a genuinely horrific experience because you understand that to terrify is not the same as to startle. There isn't a single jumpscare (or any action) on this game yet the sheer earines of your writing had me on the edge of my seat. I'm a bit disappointed the good ending was as much a letdown as it was, but I understand it's a jam and you have to cut corner. It just made me wish I'd known that before sinking so much time in it trying to make it through. Then again, you can take it as a compliment that I spend so much time on a jam game.
I love the concept of seeing (presumably) ourselves haven written in the sand "do not listen" and having no memory of it but was turned off when in one of the rooms you literally have no choice but to listen. I tried to keep the lights on and you're just not allowed to keep going. I don't think I quite get the game.
This is insane.
The atmosphere you manage to invoke merely by playing the droning of the text along with the snow... The restraint you display as creatives by using such underhanded visuals and daring to take so long on the opening text...
This is not even addressing how cleanly the mechanics are presented.
I wish I could leave a more insightful review, but what can I even say? This is an incredible feat. I think this one might genuinely be full marks from be for every criteria. Actually it feels silly to even rank them on this scale.
I think what I love about this concept so much is that you've created a setting where the player would really want to explore as much as possible, but also strongly disincentivize it using energy and cold. Not quite a horror game, but a _very_ lonely game. Take this with a grain of salt because I'm just some guy on the internet, but I do mean it when I say this: I think you could develop this project into a full game, and I would pay money to play it.
I have some small bugs/issues to report. I normally wouldn't mention things this detailed for a gamejam, but this is so good I want to give some pointers in case you decide to take this further:
- Some of the text on item pickup disappeared a bit too fast for me to read.
- If I accidentally drop something (which I did a few times reflexively due to the big "x" my smooth brain interprets as a QTE), I can't pick it up again.
- It would be nice to have feedback when I use a rope.
- After dying the first time, it's hard to shake the feeling that the best thing wouldn't be to just refresh the page, as now I've cleared away all the useful items.
- The smallest nit I have ever picked: I'd have called the game "the last descend" rather than "the last climb" because that made me think I needed to go up at first.
That's enough rambling for now. I'm going to play your game some more. I'm not done yet. I just couldn't wait to tell you how I feel about it.
EDIT: I finished the game! I stand by what I said. What a game.
I think the thumbnail might be underselling the atmosphere. I might have just used a screenshot from the game.
What a polished gem! This was a simple but fun game, very well presented. I love the implementation of the win condition being just one of the upgrades in your menu. Very sleek. Clever, well done.
I played with the mouse. I respect you implemented keyboard controls to fit the theme, but I did not enjoy playing it that way. That's my only negative comment on an otherwise very well realised game. You did a lot with a little and should be proud!
Well you're definitely not alone there, I bet we can all give a long list of things we would have liked to add to our game.
You delivered a finished product though - beginning middle and end - so that's a job well done! I try to remind myself delivering something at all is an accomplishment in a jam setting.
Maybe I got really lucky, the game felt really short so while I think it's a fun twist to solve a puzzle, I wandered straight into the solution each time so didn't really get to feel clever. Maybe as a piece of feedback the hints could be harder to find or appear later..? I liked some of your puzzle ideas.
You've managed to make a minimal version of Dome Keeper in two days. That's damn impressive.
Focusing on the cool idea at the heart of this game: a platformer where you're blind and have to navigate through radar scans. It's an idea with some merit. In practice, it's held back by a lack of any limit to the radar frequency. Once the player notices that there's no penalty or cooldown for using the echo, it becomes a matter of pressing e nonstop and you have a platformer with slightly difficult controls.
I do like the presentation and the idea that you're a lonely droid off who knows where in space. Fits the theme well. I think fully resetting the player on death is a bit harsh.
Yeah I definitely here you there. To be honest this version is a vast improvement over the one just an hour before the deadline, but it's still a long shot from what we were hoping to achieve. Ah well, as you said it's a jam-if you aim high, you either hit something cool or crash spectacularly., both of which are at least interesting.
Cool to see that even within the relatively specific and creative niche of "games where you play by resizing the ingame windows" there is still room for novel ideas! Great work realising it too. I do have to admit I did not play very far into the game, somehow I found myself running out of patience for the little guy, and switching between running and arranging the window feels a bit... slow? I can't quite put my finger on it.
Regardless you did really well to get a game with such polish out in four days.
Super cool concept. I can tell there's probably a lot more you wanted to do with it (such as having more "meta" fields like the music) but this is a really good proof of concept, and I enjoyed the gameplay for a bit. It does suffer a little from the borders of the arena being invisible, leading to frustrating deaths, and the pause not kicking in early enough when the player wants to change cards.
My brain do be liking with when big number go brrr so you got me there.
Hi,
First of all thanks for playing!
Second you got some pretty spot-on feedback because I believe all the points you raised is something we came across and/or wanted to address but either forgot or didn't have time for. It would have definitely benefited from a success animation or sound, we noticed it felt weird that you couldn't drop "wrong" food except in the trash, and we wanted to put some sort of tutorial in too.
There is actually a "reward", which is points, but it's not clearly presented and since we messed up the timer (I believe it adds like 100 minutes every 4th level) you never see the end screen and thus your never see your scores! So yeah there's definitely some polish left to do. If we do pick it back up after the jam I also believe there's a few feature we still want to implement, so loads to do still.
Anyway, thanks so much for your feedback and for playing the game! I'm glad you enjoyed it so.
I think there's a fun idea here and I think you succeeded in conveying it. It was a bit difficult to wrap your brain around what size does what- maybe this would work more easily in a 2D game without camera rotation? But the core idea of having these 4 systems you can use, one on each side, and having to juggle those, that seems fun.
I feel like there's a good idea here. In the current version I wasn't really clear on what options I had available except just randomly walk around. I didn't really have a clue as to what cameras I had available, the lay-out of the levels or what the hider could do. I also feel like, if the hider's goal is to exit the level I could just go stand there and wait? But I'm not sure if he actually tries to reach it. More than once I kicked a box that was clearly moving, but it apperantly was not the right box, and I'm genuinely not sure why it was moving then and how I should have known.
Again, I think you had a good idea and I would be interested to see where it goes. It's just that in the current version it doesn't feel like the potential has been tapped yet.




