このゲームはとても創造的ですごいね!どうやって一週間だけこんなにたくさんのコンテンツを作くったの?www
それでも、これを本当に楽しんだ。おめでとう!!
yeah, i think it's a tricky thing to handle with these types of games — while, like adam, i really love the concept of "show, don't tell" for stories in general, when faced with such time constraints it might be best to do a little hand-holding. perhaps relying more on the test-taking mechanic itself as opposed to pure dialogue could help? i.e. more questions to make the shift from school to psychological more gradual, or eventually introducing time, such that winning is impossible? just spitballing here.
otherwise, great game that makes aware a big problem that continues to persist today — thanks for making this!
really fun game! i appreciate the thought that went into level design — it really shows. i agree with some of the others who commented here saying that the connection to horror is a bit weak, but the game was super entertaining for me nonetheless. the friction on surfaces (or lack thereof) can get a bit aggravating at times, but nothing too overwhelming. great job!
what an awesome product for a first go — i'm super impressed! if there was more in terms of music/sound design and a boss battle, that really would've made everything feel complete, but considering you were going solo, what you have currently is already more than enough. congrats on the amazing submission!
p.s. got 96%, i would consider that close enough to 100% lol
really unique premise within the horror aesthetic! i'm reminded of a rudimentary form of the game "chants of sennaar", where you learn unknown languages using context clues and interactions with native speakers — in that sense there's so much potential for growth. congrats on an amazing submission !!
this is probably one of the most intriguing things i've ever seen on this site. i find this work to operate alongside the genre of the "art game", where the act of having fun is superseded by the act of stating a message (this doesn't make the experience any less fun per se, but you get what i mean). as a fellow creative i love these games the most because it strikes a balance between games as entertainment and art as beauty. so thanks for making this — i really appreciate it!
on the topic of critiques, i'm a big fan of the concept of "show, don't tell" in media; i feel as if there was a bit too much telling and not as much showing with this work. if this were to be iterated upon, i would've loved for the overall experience to be longer, so as to really show how isolation erodes the mind.
this really was a breath of fresh air for me, though. thanks again so much for making this — i really hope you continue to make more of these interactive experiences in the future !!
nice! i started getting the hang of the parry mechanic for the pumpkins, but not so much for the teeth... i also really had no incentive to use MP for anything other than Strong Attack and Magic Attack (and Heal). but other than that, i really enjoyed the character designs and overall aesthetic of the game. congrats!
yeah, maybe subtle isn't necessarily the right word to explain my issue with the text, but besides the text scrolling way too fast (even at the slowest setting), i encountered a particular bug where, whenever i tried scrolling up to re-read the text or interact with the text with the mouse in any way, i became unable to click on a dialogue option to further the story
this game was all about subtleties — from the layering of the breakcore track depending on mood and current song to the implications of the dialogue — and i loved that a lot! although there might be others that don't lean into the subtleties as much...if anything, i think it might've been a bit too subtle, especially with the text speed and inability to investigate apart from gleaning info from dialogue. but overall i enjoyed this a ton, and would love to immerse myself more in this world you've created. congrats !!
the art was phenomenal, and i'm surprised y'all managed to get all of that (plus narrative) done in a week — y'all should be super proud of yourselves! i wish there was an audio component to go alongside the visuals (or maybe my browser just didn't play them for whatever reason), but with or without audio the experience was still really immersive. congrats !!
Y'all really doubled down on the creative direction — it feels and plays like a storybook! My one small critique is the suspicion value color, which I first thought was blue instead of green, since 'suspicion' is a negative value and blue generally fits that vibe more than green does, but I feel like even that choice could be justified.
Awesome work!
The art and the narrative complement each other really well! I wish I had gotten to know more about the family...or maybe not, I can definitely see myself getting hyper-invested and heartbroken had this been more fully fleshed out.
I also definitely would've appreciated an additional game mechanic or two to up the challenge a bit more, but overall awesome job!