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I'll try to avoid spoiling the major shifts and twists, but some are probably unavoidable.

As always, the scope is impressive! I can see why you said it was cut down a bit this year, but it's still got a lot of content, quite a few unique features/mechanics, and a solid amount of gameplay.

I don't know if it's the weakest one so far, but some of the design decisions I don't feel go well together. I really wish movement was faster and more fluid, especially since the map is so large. I generally like limited weapons, but ammo is extremely scarce and I kept getting bullets for guns I'd tossed away, compounded by ammo getting stuck under weapon pickups. With the wide open arenas full of snipers, half the guns are almost useless in that section of the game.

The AI is a bit buggy, but hey, it's SBIG Jam. If anything, it's a benefit to nerf what could be very nasty enemies. I also got stuck on terrain once.

The first twist was kind of expected, but I wasn't expecting the story beats toward the end.

I definitely wasn't expecting to see some of my own art in this game! I was like "that tower looks familiar" and then "wait, are these whiteboards from TWAT?" I'd completely forgotten that I released an art pack for TWAT. Overall, the graphical style, sounds, overall jank and the shift from the intro into the game itself fit very well for the jam. The meta-references raise a lot of questions, but I think the Enygmatic Cinematic Universe is a big ball of timey-wimey stuff at this point anyway.