Making the map cost you time while it's open is a really clean idea, and the darkness sells it. Only being able to see one room at a time is unsettling in a way a normal top down view never would be, and the turtle moves nicely. I have to be honest that I never got to test the map trade properly, and the reason is worth flagging. In the browser embed at default size the HUD is cropped, so I never saw a timer at all, and my first run ended on a Game Over screen that was itself cut off at the edges before I'd understood that time was even a factor. I know the page says to play in fullscreen, but the windowed version is what most people rating are going to open first, and right now it hides the thing the whole design rests on. Anchoring the clock further inside the frame would protect it.
Itamde
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The travel diary is the thing here. An actual notepad you can draw on, with a pencil and an eraser, sitting inside a game about remembering things between runs. That's the kind of idea that justifies a whole design. Opening it and finding Lukas Red travel diary written across the top immediately made me want to know who he was. The hand drawn cave art and that little creature have a lot of personality too, and putting a photosensitivity warning with a skip option in front of the flashing scene is thoughtful in a way most jam games don't bother with. One tension though. The clock keeps running while the diary is open, which means the mechanic the whole game is built around is also the thing that costs you the run. I opened it with 23 seconds left and was down to 12 by the time I'd taken in the first page. Pausing the timer while it's up, or slowing it, would let people actually use the tool you gave them. The other thing, and you've already spotted this yourself, is that interactables don't look interactable. I walked past the grey mechanism without registering it was something I could use.
This commits to the bit harder than anything else I've played in this jam and I respect it. Photo cutout chickens flopping around on ragdoll physics next to a bundle of dynamite is a complete idea, and Ground breaking game as a tagline sets expectations perfectly. Dragging the chicken and watching it go limp against the wall got me every time. I couldn't get one over that wall though, so the first level is all I saw. One thing that confused me more than it amused me, the bomb timer read 06:41 and then 06:71 a moment later. Those don't work as minutes and seconds and it wasn't moving in one direction. If it's a joke it reads as a bug, and if it's a bug it's a quick fix that would make the pressure actually land.
Count Downes is a good pun and the game around it is clean and easy to read. The bow tracking the cursor feels right, and getting to pick between speed and health after a wave gives the run a bit of shape. Healing to full between waves is definitely the right call for something this short. The theme is where it's thinner for me. A wave that happens to count backwards doesn't change how I play, so the countdown ends up being decoration rather than pressure. I also hit a bug worth knowing about, when I died partway through wave 2 the Enemies Remaining counter dropped to minus one, so something keeps ticking after the wave should be over. Worth a look, since that number is the one bit of UI carrying the theme.
The structure here works. One minute, a village full of people who want things, and knowledge that carries over even when items don't. Jamie wanting a cool rock told me exactly what to go looking for next loop, which is the right way to seed something like this. I liked the reset screen listing what you kept too, that's a nice bit of reassurance at the exact moment you're annoyed about losing. Two things stood out on my first run. A good chunk of my minute went on just walking across the village, which stings when the minute is the whole game. And there's nowhere to check what you're carrying, so even one loop in I was relying on memory for something the game could just show me. Small thing as well, it doesn't fill the browser window, so there's a big empty area off to the right.
Making the sign cost you an action is the best single idea I've run into in this jam. It turns the tutorial into part of the puzzle instead of something you click through, and letting walking be free while interacting isn't draws the line in exactly the right spot. Two signs in and I was already weighing up whether the third one was worth reading. The isometric art is lovely and reads really clearly at a glance. Where I struggled was feedback. I ended up standing on the stick pressing E with nothing at all telling me whether it had worked or whether I'd just wasted an action, so I couldn't tell if I was making progress. Even a small flash or a sound would carry a lot here. Seriously impressive for a first solo game.
Corporate does NOT reimburse for soup, I laughed out loud. The whole tutorial has that voice, and the manager telling you not to touch anything and then immediately asking you to touch something is a great bit. Pulling seconds off one cone to save another is a genuinely good idea too, and the hand drawn black and white 3D look is one of the most distinctive things I've seen in this jam. My honest problem is the camera. It sits so far back that Mark and the little orb floating over his head are a few pixels across, and I couldn't get hold of that orb no matter how I went at it, so I never made it past that step of the tutorial. Which is a shame, because everything around it already works. Pulling the camera in a bit, or just scaling the orbs up, would sort it without touching the design at all.
I really like the idea of your integrity running out while you scavenge parts for a body that won't need one. And the scope is honestly impressive for a jam, three crafting tabs, eight resources, a tech tree with dozens of nodes in it. I just couldn't get to any of it. I spent a good while in the starting room with zero of everything, never worked out what I was meant to interact with, and when I wandered outside the HUB walls I only found empty space in the directions I tried. Most of the Fabricator nodes showed up as blank magenta squares for me too, though I honestly couldn't tell whether those are locked nodes or missing icons. The thing I missed most was an integrity bar. I never saw the countdown anywhere on screen, so it never put any pressure on me. If the first thing that happened was a short forced gathering run, I think a lot more people would make it as far as that tech tree.
Ok this one got me. Playing the healer who's the only one left standing, with the dragon's HP bar doubling as the timer, is such a good framing. You can't win by hitting it, you just have to still be there at the end, and that changes how every single turn feels. The mana economy is tight in the best way, I kept going back and forth between Meditate and Heal like it was an actual decision. What I never managed to work out was the burn. I could see the number on the icon changing but I never understood how it connected to the damage I was taking, so I just kept casting Heal and slowly losing ground anyway, from about 1050 down to 520 before it got away from me. One line somewhere explaining what that status actually does would have let me play it properly instead of guessing. The dragon is great and the portraits have a ton of personality.
Thank you so much! I'm really glad you liked the atmosphere and the Glow mechanic. Your balancing suggestions are very interesting, especially the part about relying too much on the melee attack. That's exactly the kind of feedback I was hoping to get from the jam. I'll definitely keep it in mind if I continue developing the game. Thanks again for taking the time to play!
Thanks a lot for playing and for taking the time to write such detailed feedback! You're absolutely right about the hitboxes, that's something I'll definitely revisit after the jam. The sound balance also needs some work 😅. I'm really happy you enjoyed the atmosphere and the overall idea though. Comments like yours are exactly why I joined the jam, so thank you!
I appreciate the detailed feedback you provided on Dead Zone. Your insights are incredibly valuable to me as a developer, and I'm grateful for your observations. Here's my response:
- The large file size is indeed a result of utilizing the Unreal Engine, which grants powerful capabilities but does lead to bigger file sizes.
- I'm pleased to hear that the clock noise effectively sets the tone for the game's atmosphere. Crafting the right ambiance is essential for the overall experience.
- Your feedback regarding the fonts and their consistency is duly noted. I'll be working on ensuring a cohesive visual style across all aspects of the game, including fonts.
- I'm glad to know you appreciated the minimap feature. It's designed to enhance players' awareness and improve overall gameplay.
- Your suggestion about implementing a pop-up tutorial for actions like reloading is excellent. Clear guidance is crucial, and I'll make sure to incorporate this feature.
- Blood splatters indeed play a vital role in providing feedback. I'll be focusing on balancing the zombies' aggression level to create a more challenging and engaging experience.
- I had the (bad) idea of using bubbles as an indicator for the location of downed zombies to enhance the gaming experience. I will definitely find a better asset to replace them!
- Addressing the problem of distant shots not registering as hits is a top priority. Improving combat mechanics is crucial for player satisfaction.
- Your comment about the shininess of pumpkin assets is well taken. I'll be adjusting their textures to achieve a more realistic look and feel.
- The addition of fog and other atmospheric details is on my agenda. These enhancements will contribute to a more immersive gaming experience.
- Your feedback about the lack of visual and auditory cues for game-ending events is duly noted. Enhancing player awareness and tension is essential, and I'll work on incorporating clear indicators.
- I'm actively investigating the glitches and disappearing zombies to ensure a smoother gameplay experience. Players' immersion is a top priority.
- I'll be addressing the issue with untextured rocks promptly. Visual consistency is key for a polished gaming environment.
- Your input regarding the map size and zombie placement is crucial. Balancing gameplay elements is essential for an enjoyable experience, and your suggestions will be taken into account.
- The confusion caused by the orange rock outside the building is noted. I'll provide more context or consider removing it to avoid any misunderstandings.
Once again, I'm grateful for your feedback on the game's controls and ambiance. Your insights are invaluable, thanks to these comments I can improve the game 🎮























