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MeekoSoup

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A member registered Dec 10, 2016 · View creator page →

Creator of

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Thanks! Yeah I've been really trying to push myself to make something of this game, but I keep watching videos suggesting that what I am making just won't have very much success, and it makes try to start up new projects that ultimately don't go anywhere. So, I am fighting motivation and just what I want to do with this project. I guess at the end of the day I need to return to making games because it's fun, not because I want to become a millionaire. :3

Did discover a bug. Pressing enter continues the dialogue, but pressing space reset everything all the way back to the beginning. 

You're welcome! Though I still wish I could do your game more justice. If my ADD calms down a for a minute I'll if I can push further into it. I'm sure you have a lot of interesting things in store!

Thank you for your kind words! Me too, I would love to know what I am actually making. xD

That was my biggest issue before and after the jam. I had a simple, generic storyline, but it was never enough. I kept feeling that I needed more and more systems to deliver a story that just wasn't very good to start with. I am using this game, and all the others I am making for these jams, as a way of overcoming my weaknesses. Story design, level design, artwork, sound design... gosh there's still a lot I need to improve on, but I've upgraded a lot of these! I wish I had the level of level design you have! You're game's presentation is so beautiful! I did all the artwork for mine and I still didn't have enough to make interesting levels. Oh well, I'm just whining now. Thanks again for playing!

Gosh, I'm really having a hard time getting further in your game. It's mostly a "me" problem, because I already have a bit of an aversion to reading, and then I have ADD on top of that. I tried to be very sparing with my dialogue in my game because I knew players would usually have a short attention span and didn't want them zoning out on it. Also, the code at the beginning kind of gate-keeps being able to play your game. I mean, when you have an odd puzzle just to get in, you're gonna get fewer entries. 

As someone who also really, really wants to make text-based interactive adventures I know well a lot of the struggles they have. Just getting someone to try your game is tough enough when you have fancy graphics and audio, but when you don't the challenge is exponentially harder. But the accessibility of being able to write an interactive story that doesn't need a whole rendering engine just to play is pretty invaluable. I often use tools like Twine to map out my stories so I have a better idea how things will play out. 

Anyways, I tried to give your game a fair rating for as far into it as I could get, but I admit I wasn't able to get through all the text to discover the more interesting parts of the game. I can tell you did a lot of work on it, and I hope this doesn't discourage you from making games in the future! 

You can drag the statue?? xD

Totally missed that. But I definitely think you have something uniquely scary here! I know it's coming up fast, but maybe releasing something on Steam during the month of October could get you some sales! Either way, great work! 

Haha, so cool! I love that kinda stuff! Like a little anthology of your works. :D

I actually think the voice acting was very good. I think I might have also had the sound turned down too low. When you play a lot of these horror games you start to reflexively turn down the volume. Still, great job and glad you got to have fun making this! :D

I got what I presume was the good ending pretty easily. The horror, even for psychological, didn't hit quite as hard as the atmosphere, which was definitely unsettling. Impressed that you had real, non-AI voice acting! Visuals were also very impressive! I think it was a pretty relatable story for most people who might consider themself some kind of artist. Dialogue was either a bit lengthy or a bit tricky to make out (the European accents can sometimes be tough for these 'merican ears. lol) Not a whole lot of gameplay, but that's alright; that's just how visual novels usually are. Definitely worked in the various theme elements! 

Overall, very impressive and interesting! Keep up the great work!

Oh! Just wanted to point something out that I thought was funny. The shadow cast by the lamp near the beginning of the hall looks like an ominous eye! Kept thinking that was going to be important, or was gonna spook me. lol

And thank you for all the hard work! :D

Very spooky! The visual effects, sound effects, lighting, and choice of venue definitely all come together to deliever a chilling experience. I will say that the effect that the screen filter effects were a bit much especially when they are on all the time. I kept being very confused as to what was happening and felt my eyes were starting to strain after looking at it for too long. I think it would have been more impactful if it only turned on during intense moments. I was also very confused as to what was attacking me, and couldn't find a decent way of dealing with them without backing away, which I feel didn't help much. The fallen debris is basically going to hit the player eventually even if you dodge it the first time, so that was a little frustrating. Lastly, I ended up giving up on finding the treasure because explored the house several times, fell off the roof every time I went on it, and couldn't find the next event.

Despite my critisms, this game has a ton of potential and reminded me of old-school Resident Evil style games. Corn fields are always spooky at night, and the visual effects definitely were a powerful effect for inducing uneasiness. It's got a lot going for it! Keep up the great work!

Oh man, I really had tons of ideas for that! I wanted to have it so you could position the holy candles yourself and lure the monsters into your traps. I even wanted to make it so you could give the monsters food/blood to direct them away from areas you need to access. In fact, the book at the end was supposed to be a spellbook that you could regularly use to get powerful protections or advantages. 

And the lore was going to be pretty dang dark. Stuff like abandonment and abuse along with traditions that were taken too far.

Ahhh... time makes fools of us all, though. <:3

Whoa, this is super impressive! I've had a lot of experience with RPG Maker(s) and know first hand how tough some of those tricks can be. Loved the reflection trick and burning charms! From a purely game design standpoint, I was happy you made it clear what was actually important to investigate/click on and what was just story fluff. The artwork is great, and the level design was crazy good! So much of it too! Even the fade in effect in the very beginning looked super good. Also impressive that you were able to do away with 100% of the combat mechanics that most RPG Maker games ship with. Again, that's harder than it sounds. 

Overall, a pretty darn good entry! Matched most of the themes perfectly and even had an intriguing story. I assume you ran out of time given the ending, but it still got me thinking about what's actually going on. My only major critiques, and they're more quality of life things, is that I would prefer to use WASD controls rather than arrow, and some of the text streamed by too quickly, especially during cutscenes. I'm not a very fast reader on the best of days, so it was a shame to miss that. But other than that, a job well done! :D

Actually I did pick it up, and I also noticed the levels even give you a hint! I think I just got impatient, mostly. Although there's this strange phenomena where cautious gamers will hold onto consumables forever and never use them unless they absolutely have to. I ended up not using the device at all. Partly because of that, and partly because when I first got the device, in the instructions it says to press Right-Click, and I did it before reading that that's how to activate the device, not hide the instruction menu, so I ended up using both my charges before hiding the menu. lol

But more than anything, I personally, just get frustrated with these kinds of games too easily. It's nothing on you; I'm just ADHD and impatient. But I can still appreciate the clean and design and well crafted aesthetics, especially given the short development period. :3

I did! Also, I forgot to mention the new segments! How much of that did you do? That looks like it could soak up a ton of time since you also had the evil circle and everything! :O

Thank you so much! :D

Yeah boy I had SO much planned, and even made, but a lot of it got cut near the end of the jam cuz, well, I just couldn't jam any more in. <:3

I really wanted to make this a survival loop where each day you had to fulfill some tasks without losing all your blood, but I only really started having the systems for that near the end of the game. 

You really think my game looks like a high quality pixel art game?? Man, this is only the second game I've practiced pixel art in and I'm still a super noob. I know I have to fix three major things about my style: angle, lighting, and resolution. I'm kind of all over the place with it, and still have to use references for almost everything. Still, it's nice to hear that you enjoyed the style. :3

Thanks again for the glowing review! I thought your game was super well done too!

Oh geez. Escape war?

(1 edit)

Man, PT really found a working formula. Yeah, I definitely got spooked a couple of times! Kinda wish the hallway wasn't quite as long as it was, especially when I was lamenting returning all the way to the starting door. I did chuckle at some of the scares, though I know it's not easy to pull off a good jump scare. Still, I think you did an excellent job! Keep it up!

Haha, well that sure was pretty tense for most of it! Of course, when you have to "survive" all the tension and horror basically vanishes, but had a good build-up of horror. I think replacing the combat with a chase would result in a higher fear factor, but otherwise it was pretty good.

Also, was it my imagination, or did eating the pizza slowly eat away the p i and z of the pizza? leaving just za? idk, could have been my imagination. x3

Never did find a flashlight, and I was confused what supplies my character was looking for. Also, like, are we sure HE wasn't the monster? what's a guy doing with all those things in the basement? I suspect there's more to this story...

Anyways, excellent job! Love the creative ideas, including how you did your credits! Keep up the great work!

Well, that sure is a memory game. Oof, sorry I'm not a big fan of trial and error games. I did an OK job finding some of the paths, but it was mostly just frustrating when I messed up. The horror factor was... a little weak, though I get what you were going for. Did get half-life vibes from it, which was fun, and I did like how there was several creative death scenes. 

Still, I think you did a good job on the visuals. I think I understand why you went the way you did with the controls, and I don't think it's a bad game at all, I just don't particularly love these kinds of memory games. I tried to leave as much of my bias out of your rating. 

Great job! keep up the good work!

I can't find a download. Did you submit one?

I'm sorry to say that I got stuck in the first room. Clicked on everything I could see. It kept saying I found something, but I got no inventory items and nothing changed. Right-clicked everything as well. Cute idea, maybe it just broke on the browser. WebGl tends to be unreliable in my experience. Well, good job anyways! It looks like it would have been interesting!

Haha, fair enough! Yeah the more I thought about the game the more I think I understood how you did it, but perpetual [looking] systems like that always wig me out because I either image a long twisty level made up of virtually the same section over and over, or some finely controlled system that can duplicate the last level, or a prefab and position it correctly right ahead of the player without them noticing. Either way, you did a good job with the smoke 'n mirrors. Man, I have to say that Godot is definitely an impressive engine. I'm not a 100% sold on it yet because I've already invested so much time and money into Unity, but if I was just getting into game design I probably would have chosen it over Unity. 

Again, really great job on the game! Do you think you will be releasing it on Steam or other platforms for Halloween?

Whoa, now that is some grade H horror! Holy smokes the tension nearly gave me an ulcer! With an expansion on this you could easily make a very successful horror game! I know this was based on PT, and that game really got horror right. This was an excellent adaptation! 

I have so many questions about how you accomplished this! Like what engine you used, how you got that spooky filter, and how you so skillfully warped space around the place! I know the basics, but aside from the doors being the visual barrier, I couldn't see any flaws in the design.

I wanted to do something like this with my own game, but I'm quite impatient and that made it hard to build that tension like you did. 

The one scene I felt went on a little too long was the radio scene. I know it wasn't supposed to be 100% clear, but I couldn't make out much with what was being broadcasted, and it ended up taking away from the tension because I kind of got bored after sitting for so long. Otherwise, almost a perfect execution, well done!

I got just past the first appearance, and the light moved further down the table, and couldn't figure out what to do from there. No objective was showing, so I figured I had completed the demo. Definitely left me a bit spooked! the long silences and being forced to explore in the darkness really raised tension! I think you have an interesting concept here. The fact that it was a 3D environment with a flat 2D character didn't really bother me at all, although the lack of any camera controls or camera angles on the things I was interacting with did bother me. Also, it would be nice if the first time you click when the dialogue is typing out, it would just complete the dialogue message instead of skipping it. The typing speed was fast, but when you get the same dialogue again it's nice to be able to skip over that while quickly scanning for any new information. Also, does have a couple of spelling errors and the click-to-interact message is in Spanish, I believe.

There are a lot of opportunities for horror! You could even keep track of how many times a player enters and exits a room and throw in little jump scares based on how much they are pacing around trying to find the next clue. Lots of potential, keep up the great work!

Yeah, I almost feel like jams like these need a follow-up jam to put into practice all the feedback and lessons we gained over the course of this one. I know I would try to focus on more interesting and longer gameplay elements, and a little less on narrative. At least for this entry.

Very beautiful visuals, and great music, but there were a couple of things that bothered me right away. The first was that the cool music in the intro immediately goes away when you enter the first level, and with it, so did my energy. It was like being hyped up, then told to calm down. The second, much bigger issue I had was all the in-game tutorial text. Actual walls of text explaining the game, but the game didn't even seem that complex yet. Just movement, E to interact, R to warp, and collecting crystals and getting to the end point. I really wanted to get straight into playing the game, but I actually felt like the tutorial text was barring me from that rather than enabling me. A big golden rule of games is to keep to only a couple of sentences or keep them brief in some other way.

Honestly, most of my bellyaching is because I was really interested in playing the game, but the tutorial felt like a slog to get through and I wasn't able to infer what I was supposed to do other than collect crystals and go through portals. 

Still, a very interesting entry and I think it would thrive more with less training wheels attached! Great job! (I tried to not let my sort of lazy reading tendencies hurt your score. When I notice I'm being fairly biased I try to bump up the stars a bit to compensate for my personal preferences.) ^  ^;

Thank you for reviewing our game! Yes, the slowness is always a curious trick to pull in building tension. I am usually the first one to bring it up too, however my instincts keep telling me that that's not the root of the problem with the first dialogue. I think there's just enough of a lack of things going on visually and audibly that the player isn't stimulated enough and thus they end up becoming frustrated. If there were visuals fading in other than the eyes or if a voice began whispering into your ears just before the dialogue, I think that would prolong the player's attention span, and enable a real sense of tension and curiosity. All that being said, narrative is SUPER hard to do in short-form games, while also having compelling gameplay, so it's a challenge including both, and atmosphere on top of everything. A fun challenge, but maybe a little much for a 4-day jam. ^  ^;

Thanks again for the review and the feedback! I'll be sure to review your entry shortly!

Haha, nice! Yeah, this was such a cool little idea. Simple to play and but difficult to master, I really appreciate games like this! :D

Well that was super sweet! Here's one of those games where I find myself asking for more! I was really gearing up for purchasing upgrades, better planes and canisters, and brushing up on my cursive. Really well done! Keep up the great work!

Holy smokes, see this is why it's so important to get feedback from a community of people who understand the task at hand and the struggles it generates. When I put together that level, I made it as a proof of concept for building levels going forward, and so it was just a chamber showing off the systems with example narratives, timings, and limited choices. The way you described it makes it look like I had some deep, profound narrative to show about genuinely being stuck in a loop. Gosh, maybe I did. Maybe this game is harsh reflection of my own real life made manifest in pixels... whoa that's a bit of a mind trip. Perhaps my next attempt will take advantage of the narratives that the players create to convey a more haunting experience. Thanks again for the kind words, I will have a look at your entry shortly!

Very well made, very high quality! Great artwork, fitting music. I'm personally not crazy about the artstyle, but that's genuinely a personal preference not a critique on the style itself. I am by no means a good platformer or puzzle gamer, so even level 2 was frustrating enough for me to give up, but that hasn't effected my rating of the quality of this game. I'm sure most other games had no trouble with it. The hardest thing about this loop theme is that it sort of carries an "unforgiving" consequence when applied to games that can be hard for thin-skinned gamers such as myself, but I still think you hit the mark in so many places. Great work!

Haha, you might be giving us too much credit for the game part of it, but I appreciate the kind words nonetheless! I'll have a look at your entry in just a bit!

Oh now I really enjoyed this! I love my idler, passive money making games, and this scratched that itch while being fun and creative! I even found myself experimenting with the different wheels and to see if different loopies ran faster than others. Great artwork, great feel! Obviously could use more content and more polish, and I would personally like more ways to tell if different configurations were more effective than others (more stats! :D) but otherwise this was an excellent entry, well done! :D

Haha, thanks! I'm glad the parts that got the most attention from us is also getting attention from our audience. That in itself is a blessing. Thanks for playing our game! I'll be sure to check out yours shortly!

Oh man, I figured I was missing out on something! Maybe I'll loop around after the voting period and give it another shot! ;3

I like what you have going here, and I appreciated the hand-eye coordination lol. Cute idea! I ran into similar bugs that other had, such as falling and the game not resetting and the hand not really moving the boxes much, but still enjoyed your entry! Keep up the great work!