I just love incremental games and this one is pretty fun, the clicks are satisfying and the vibe is great, tho after maxing out I didn't see any point going past like 400 skeletons
shadoweeq
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At first I've made it so it's more of a recognise which ghost is good which bad game and choose, an at the end you would see your score, but then I changed it into narrative branches where your choices can either progress the story, end it, or branch out, all leading to different ending text. I wish there was more to it, more complex email chains, with many different paths you can take it, but of course there was no time for that.
I wish there was maybe something more in later levels? like the wasps were cool but one more mechanic would be perfect. Also movement didn't feel satisfying, I mean I did fall off platforms often because I would think I can still make the jump (was there any coyote time?). The game looks really nice tho, and I appriciate the different areas.
Also random fun fact: Slice Of Life is Dexter's boat name
Thanks for another amazing jam 😄😄hope to see y'all next year
Interesting concept with the drawing, I wish there were more drawing patterns so it's not that repetitive. For a jam its good, but if you want to add more stuff then my personal idea would be making it more fast-paced where you have to quickly spawn zombies in multiple lanes byt drawing various symbols, maybe you can spam easy ones and get common zombies or you can try more complex pattern that requires precision but also more time and get some special one.
Thank you for the feedback, I agree with you, some thing could be done better and more clear. It just how it goes for escape-room games that is very rushed and without any playtesters lol. All i can say is it was mostly a testing ground for the fake OS functions, which I'll expand upon and the entire story and puzzles will be completely different if I make it into a full game.
Hi, I haven't really made any visual novels yet, so I figured why not try. I mostly do solo stuff so I can do pretty much anything if needed, not only programming, and i really like making the visual side of things - vfx, post processing, etc. I have some ideas for the game but my writing skills are not that good, so if anyone have any experience and like my general idea for the game, you're welcome :)
Also any artists or sound/music designers or really anyone if you think you can help are welcome.
Write here or on discord @shadoweeq
I'll be using Yarn Spinner for Unity as I heard it's pretty good and easy to collaborate.
So here's my idea (I'm up to any changes so don't worry)
I want it the game to be kinda analog horror vibe with branching narrative and multiple endings.
I made one analog horror game before if you're curious https://shadoweeq.itch.io/doppelganger
Or my latest also underwater themed puzzle escape room horror https://shadoweeq.itch.io/pelagic-core
Just look at my itch.io page if you want to see my portfolio because all of my projects are here.
You're a newly assigned operator aboard a deep-sea research station. After some talking you will be given a instructional tape to watch. It will teach you what you will be doing in the station, like operate the ROV, communication, hazards, etc. Then you start your job, get to know your crew, control where the ROV will go and what will do. Like maybe you have a choice to go deeper or stay, then you find something weird and have an option to either tell the others about it or lie and look into it by yourself.
Also if it wasn't clear, there won't be any free movement/exploration, you choose where to go by picking a "dialogue" option.
Here's the quick prototype on how it may look:
The game look really good, sound is also very fitting. Gameplay is interesting with the phases and different interactions, but one problem I have is that I don't know how do you win? I mean how are you suppose to know which one is the Doppelganger? I tried making making them rest, barking, but I'm not sure how it works, I have too little information to choose, only randomly guess.
Cool and interesting mechanic. I'd introduce new frequencies later in the game and not all at once. Separate buttons for each frequency instead of switching them would be better I think. Maybe the echolocation circles should be a bit brighter and the points shouldn't disappear when swiching frequency but stay there and slowly fade away like normal. Overall good game that can be improved and expanded if you want ;)
Cool art style and concept, hovewer there should be more feedback for player when doing things or maybe even more expanded interactions, because at first I didn't really know what's happening. And I mean just some basic things like visible fishing line, visible fish on the table. Also it's very laggy when colliding with objects, maybe look into how to optimize it. Keep going!

































