What would you like to see from a longer/fuller version of this?
Ura
Creator of
Recent community posts
Thank you so much. I've updated the game, and sorry for making you play it again from the beginning. I still haven't been able to play the game to the end myself, but that should be the last for game-breaking bugs. I'm not sure, but you might be able to simply bring your save from the last version to the new one, and be able to continue playing that way. Thank you again.
As evidenced by the entry's submission being only 9 seconds before the deadline, I had no time for QA on this one. I apologize heavily for letting these things, but most importantly not being able to continue progress after closing the game, slip by! I'll make an update but still keep the jam version up if I am able to soon. Thank you for playing and following!
I think the map is way too big, so finding fires becomes more tiresome than a "fun chase for your elusive objective", and the jiangshi don't inspire much excitement either. A lack of running is also a bit odd. I believe this idea should be expanded and improved upon somehow; I do enjoy the atmosphere you have going, and the jiangshi's model looks good; the title of the game itself is humorous as well. Hoping for future updates someday.
Doing that on your notebook sounds really cool. I'm glad you enjoyed it that much, but I can't actually remember who came up with the rose as HP lol. While I gave an idea of the general outline of the story, Thurapy was the one to really bring it all together and make it as fancy and mysterious as it was in the final game. Thurapy was also the one to originally design the character you play as. So yes, you could definitely say Thurapy was the creative lead. I was basically just throwing vague ideas Thurapy's way which were later refined (or scrapped); and that leads me into the part about communication, which was fine for the most part. We only had to slow down to really talk things through about the finer details in regards to level design, direction, sound design and others a few times, but I'd say we handled it as well as we could within the jam's time frame.
I'm one of the artists, so I can answer one of your questions! We had a team of three people: Thurapy did all of the coding, level design, dialogue, and wrote the story. I made the (visual part of the) UI, character/card art, trailer and voiced the rat enemy. Zedi2912 had a simpler involvement and drew the environments/tilesets. Other assets featured in this game were either royalty free or previous creations from friends of ours.
The speed of enemy attacks and the player's gauge seem to change speed arbitrarily, being either wildly quick or too slow, so I didn't feel like I was able to ever get a rhythm going with dodging and dealing damage. When you get hit it's really bad since the enemies deal as much damage as you if not more most of the time. Especially if there's more than a single enemy, battles are really hard; escaping them didn't help because the enemies immediately chased after you, too.





