I enjoyed my time playing this game. The gameplay had a nice difficulty curve and I thought the skeleton mages was a nice design decision to make the player have to give attention everywhere.
The ghosts didn't feel like they contributed much to my gameplay decision making, but honestly they did fill out the vertical space of the map and it was satisfying seeing them die to collateral damage.
Maxsito
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Woah, amazing model! I was immediately impressed with the art here. Only note is that the controls felt a bit clunky on keyboard+mouse. It was odd that right-click had an action, but moving the mouse itself didn't. It made me think that the mouse was going to be used for turning like in most first-person games.
Great point-and-click style game! I have one note: needing to press space after clicking an item in the inventory to advance the dialog of "use on what" was really unintuitive, especially since space also switches to inspection mode. This meant that I was constantly accidentally switching to inspection mode instead of using items, which got really annoying. Rather, clicking an inventory item should not trigger any dialog and just allow you to click an item in the scene to use it on immediately. To indicate that you are using an item, a cursor change is all that is needed.
Really lovely pixel art! Unfortunately, I also got stuck in the first room and had to come to the comments because I didn't see the second door. If the player finds a key in the same room as an obviously locked door, they are of course going to think they belong together.
Map puzzle: I didn't know if there was a way to find out which coordinate was supposed to be used on the map, so I just guessed the first and second in order.
Clock puzzle: I saw the numbers in the books meant for the clock, but I just had to guess every combination of 0, 1, 2, 9 until I landed on the right answer, and I still don't know what "1 -> 0" means. I also don't know what "It marked minds" means, that's not a common phrase in English, at least not that I know of.
Combination lock: The riddles for the combination lock puzzle were oddly worded in English, though I understand they may have been translated. I figured out "Fable" and "Era" leaving me with "FA__ER" so I guessed random words until I got Father. "I share my utterance a Greek goddess" should be "I share my utterance with a Greek goddess", but even so that implies that the name and the answer are the same, not just that one is contained inside the other. "I receive all the everyday actors" is just strange and I honestly didn't understand it until after I solved the puzzle without it. "Everyday actors" kind of implies "actors that aren't famous", which seemed like a weird detail, as if a theater only receives non-famous actors, maybe?
The fact that the rooms change after arbitrary puzzles are completed feels unintuitive as there's no justification for it. The game would have been nearly the same if you just had the rooms connected normally through different doors, so the changing rooms feels unnecessary and only there to satisfy the limitation.
Also there is a door at the bottom of the rooms that does not seem to function, I couldn't tell if it was a bug or not.
Regardless, I am a big fan of puzzle games and there aren't many in jams, so this was a real treat!
Great atmosphere here, and I was pleasantly surprised by actual voice acting in a jam! One note: my pet peeve is when games interrupt your actions for dialog, and that happened constantly here. I ended up not finishing the game due to frustration. Still, great submission and implementation of the theme and limitation :)
Holy Eloise jumpscare. Gorgeous art, wonderful story. I LOVE this interpretation of the limitation, very creative. Only note is that the minigame took a minute to work out. I didn't realize the oven had a timer at first and my pie burned (I went to make another pie while it was baking). I spent several minutes trying to figure out how to move the burnt pie over to the boxing area. Fantastic job as always!





