woahhhh the atmosphere goes crazy, whoever made that opening sequence: AMAZING JOB, I was scared a little bit before I even knew what was happening lol, very cohesive
The atmosphere and sound were incredible. Also loved the cutscene style. The level design was good and guided me well to the objective but did feel like it dragged on a bit. Lots of moving around navigating the fairly large area. But the mood and music kept me engaged for a while.
Love the art style! The sounds and music work really well together. The game itself is simple but just long enough to wrap everything together. You guys did a terrific job and I'd love to see more weird stuff from you guys!
Cool concept and art style. Music and sounds where my favorite part, as you managed to make bit creepy environment to feel more... hopeful. I liked also the overall story.
A very unusual art style, disturbing in a good way (as in to create atmosphere). At first I thought I simply need to find something hidden in the organs and that would be it, was quite satisfied to find a...weapon and a speed upgrade. The gameplay isn't that novel or addicting, but it was fun enough to find and kill all the...things :) Good job!
What a good weird experience! In a way, it reminds me Microcosm (an old 3DO/CD32/Mega-CD era rail shooter). I don't have much to say excepted that I really enjoyed the experience. Controls could be a little more fluid, but that's all.
I'd love to see more super original games like that, the LD is the perfect event to try this kind of thing.
Great use of mostly one asset for all the tunnels, that's a smart time save. I also appreciate that I was able to effortlessly shoot diagonally; good simple controls. Well done.
A definitely unique entry! The intro and outro are still as awesome as the ones featured in your previous entries, and I loved the exploration-based gameplay.
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
Thanks for bringing your game by my stream for feedback! If you’d like to revisit the play and commentary you can view the highlight at https://www.twitch.tv/videos/1448039278
Love the mixed media style, I was trying to go for something similar but I think you nailed it. Also big fan of the sounds although I feel like the whistley parts in the music don't fit the theme as well. Good job
Great art and audio - super atmospheric, almost hypnotic! I don't know what happened when I played, got myself into a shooting loop I couldn't escape, but I had a nice time exploring before that. Very nice entry!
Unsettling and genuinely unique. Easy to recommend for those who like creepy styled games. Audio was also on point.
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.
Incredibly cool aesthetics! Super unique artstyle, haven't seen many games that look like this. Very nice music too. The intro and outro look super cool. Great job!
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.
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.