Blockage
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*Find the source of your strange symptoms.*
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Atmospheric exploration with a lite action element.
Features stylised cutscenes and moody music.


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```
Arrow Keys - MOVE
Space/Enter/Z/X - ACTION
```
---
Made for JAM 72h
@Dis0rder - Code, Design, Music, SFX
@Ankea - Art, SFX, Design

*Find the source of your strange symptoms.*
---

---
Atmospheric exploration with a lite action element.
Features stylised cutscenes and moody music.


---




```
Arrow Keys - MOVE
Space/Enter/Z/X - ACTION
```
---
Made for JAM 72h
@Dis0rder - Code, Design, Music, SFX
@Ankea - Art, SFX, Design



Comments28
Blind playthrough: https://youtu.be/oRwvv8dGHm8
Sorry for the music cutting out in the ending, I had to pause recording for a while and it ended while I was away.
Game is a bit.. missing enemies I would say
I'd love to see more super original games like that, the LD is the perfect event to try this kind of thing.
Strenghts:
- Fantastic art and great soundtrack
- The intro and the outro are top-class
- I had great fun exploring the network of cells, finding the power ups and making sense of the objective without having to be told what to do
Possible improvements:
- Some boundaries between cells seem a bit janky, resulting in difficult movement
Fantastic work!
Though, it's kinda unclear what to do at first until I found the weapon.
I have completed it BTW and it was fun.
Very effective use of A/V elements to set mood.
Maybe the gameplay itself stands a bit behind the other aspects, but after all, it shouldn't be taken into account as the individual element, but as the full experience it helps to build up.
Creepy artwork, great music, really sets up the atmosphere heh
Obviously, I love the graphics and the music of the game. The presentation is absolutely stellar, and the part that stands out the most. I think the general narrative was a nice setup as well. The confusion and unnerving dialogue helps add to the bizarre nature to the game. I genuinely liked how most things weren't really explained, with one exception (more on that later.) It added to the mystery.
As for the gameplay...it felt...minimal? I don't know if the intent was to create a more narrative or aesthetic game, but the low stakes in the gameplay felt off-place. Based on the gameplay, I expected either a more exploration game, where either there are a lot of strange landmarks, and/or cinematics/narrative play between checkpoints. I sort of came back disappointed when both were, while good, a bit short and left me wanting for more.
I also didn't figure out that I could fire with the space bar when obtaining the power-up. It would have been nice if a short tutorial was provided for that.
In summary, I could easily see this game displayed in the museum, and I'd love to see more of these kind of wacky experiments. I would have liked the gameplay to either have higher stakes/higher action, or really lean in the exploratory nature by creating wackier and stranger landmarks to see, and maybe perhaps some strange cinematics to further confuse the player.