Sounds good! No problems thanks for the reply.
matte0802
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Thanks! Yeah, I completely agree that some of the collision boxes were a bit wonky. I basically had to guess the placements of the hitboxes by hand because of the post-processing effect. If I had a bit more time, I probably would also have added a different cursor for moving and inspecting items to better differentiate between the two.
Man, that was really neat! I really enjoyed that. I liked that there was a lot of gameplay and strategy in the game. However, I feel like the pistol was really underpowered. I emptied an entire mag into one of the basic enemies, and it didn’t die. Except for a few issues with picking up items from chests, it was pretty bug free (except the obvious corruption, lol). Great job!!
Man, what a cozy game! The execution of the computer elements was really well done, and the music was great. I encountered a some minor bugs, like the character not dying properly when touching enemys but those were very rare. I wonder though: I reached the mean guy and shot him, and nothing happened. Did I miss something, or is that how the game ends? Anyway, it was a really cool experience!
Huh. Interesting game. I really liked the Atari-like aesthetic and the focus on exploration. However, I’m a bit iffy on the movement mechanic; having to manually click on energy cards to gain the energy necessary to move becomes tedious after a while. I think it would be more enjoyable if this mechanic were limited to when enemies are nearby, or if the player could automatically gain around 10 energy at the end of each turn.
I'm also pretty sure you can gain infinite health just by ending your turn and waiting for health cards. Overall, it’s a fun game—I enjoyed exploring the different areas, and I really like that you added unique biomes for each area.
Way cooler than I expected!, It was a really cool game. The Resident Evil-inspired elements fit really well. The use of corruptions as actual puzzle mechanics and challenges was a great touch. It was also a lot funnier than I expected—that ending gag with the car actually got a laugh out of me. This game is proboly the best game jam game i played so far. And lastly i enjoyed that I shit my pants run john has. How did you guys do this in under a week???"
I absolutely adore this game. The atmosphere of an old lost DVD menu with CD-ROM aesthetic, combined with the creepy elements of the show and the jester, was super interesting. Past that, the music was outstanding, and the art used and modified was also super cool.
The fact that this game is free is insane. If this game ever gets expanded upon or gets a sequel, I’m buying that in a heartbeat! Gotta commend everyone who has worked on it.
P.S. Thank you for getting me into David Rowe’s artwork.
I really enjoyed it! I don’t usually like maze games, but this one was really fun. I liked that it had some strategy and planning where you had to remember the path you come and find the path to the safe zones. Also, I appreciated that the rat didn’t betray you in the end and was actually a chill dude. Great stuff!
Thanks for the feedback! Yeah i agree the UI does need a bit of work. The idea was to make something similar to WOH, where you would have dedicated areas for the text to appear, but I didn't have time. About the window: there are monsters/neighbors that spawn there, and you have to find them. If you don’t scare them away by spending a bullet, they will attack your window and then hide. After three hits, you lose. I think maybe the tutorial wasn’t clear enough. Btw i might add a way to move around using the mouse after the game jam, so it mouse only. But thanks again for giving it a shot and for the feedback!
Man, that sucks to hear. The idea was to create something like a work simulator or a FNAF game, where you’d have to balance your time between completing daily tasks and handling threats in the office. In retrospect, I can see how it could be confusing—you’re not the first to mention this issue
. I actually thought about changing the mechanics during the game jam. I was considering a chance-based mechanic where, after finishing a report, there would be about a 33% chance for a monster to spawn. If it wasn’t scared away before you opened the next report, it would attack your window. This way, you could take your time reading the report but still have to manage your ammo while dealing with a threat in the office. But didn't have time to implement as it as it was a solo project and i was working on zero hour sleep at the time lol.
About the buggs you had some insanely bad luck!, and some bugs, such as the layering of the ending scene and the fullscreen problem. I think you just left when a neighbor spawned. There’s about a 1.5 to 2-minute delay before the neighbor attacks, and a 1.5 to 3-minute timer before it can spawn, which gives you some time to read a report and check the windows. Some of the neighbors can aslo be kinda sneaky.
And a tip, you can fast-forward any text in the game by clicking on it,. And you can type in the code by clicking on the buttons under the numbers.
I’m really sad to see these issues hinder you from enjoying of my game. I have now added a clearer explanation of the mechanics on the itch page. I think ill work on fixing the kinks after the game jam is over. But thanks a ton for giving my game a shot and great stream btw!
Oh, right. Because of the time constraint, I didn’t have time to add the background. I was supposed to include something similar to the UI used in World of Horror with a high contrast background. The typeface Corvid Conspiracy uses anti-aliasing, which can become harder to read on a bigger screen or when viewed up close. It was supposed to resemble text typed out on an old typewriter from the '70s to add a bit of flavor, but I probably should have used a different font or provided an alternative. The book sounds interesting, I’ll check it out!
Really impressive game! The visual design and art were phenomenal, and the game genuinely scared me. I really liked the creepy music and monster design. However, I feel a bit iffy about the pickup system; it’s a cool idea, but I found it kind of clunky and hard to get used to. The main issue was that the flashlight felt essential for navigation, so I had to constantly switch between dropping and picking up items to get what I needed. I also ended up dropping my items instead of opening doors (I usually use "E" in these kinds of games). This was mainly in the beginning, but after a while, I got used to it.
(By the way, there is a spot where you can get stuck while falling down from the attic.)
Really impressive game! The visual design and art were phenomenal, and the game genuinely scared me. I really liked the haunting music and monster design. However, I feel a bit iffy about the pickup system; it’s a cool idea, but I found it kind of clunky and hard to get used to. The main issue was that the flashlight felt essential for navigation, so I had to constantly switch between dropping and picking up items to get what I needed. I also ended up dropping my items instead of opening doors (I usually use "E" in these kinds of games). This was mainly in the beginning, but after a while, I got used to it.
(By the way, there is a spot where you can get stuck while falling down from the attic.)