Thanks for playing!
jack-erb
Creator of
Recent community posts
Had a lot of fun with this! I dig the art style and gameplay loop. Felt frantic trying to keep everything pipelined as the monsters progressed. I kept messing up the timing minigame when things got intense. The controls were my only point of confusion, wasn't clear to when I should left click/right click, maybe a fail sfx if you try to interact with a machine without the proper ingredient would help. Or only showing one click prompt at a time. Figured it out eventually tho
Thanks for playing!! I love the idea of making a necronomicon. That was brought up in our initial design discussions but we ended up not having much time to work on the living paper assets. I really wanted to fix the end screen being anchored left but simply ran out of time oof
Also no hate for the ultrawide! I have one myself, we've been through ups and downs, and I have grown to love it. Sure things work goofy sometimes but I like to be able to have multiple things on the same screen, or all the space in the world for Godot :)
I accidentally discovered the tnt powered jump before that was introduced :D Also goddamn that first boss fight was tough, but felt rewarding to beat. I felt the controls were difficult and demanded a lot of precision, which isn't too far off from the source material of Spelunky. In particular grabbing and throwing the tnt felt awkward especially in timed mini games and that's why I eventually bounced off. Overall had fun
Love the idea about forcing the player to make larger moral choices.
My spin on that - What if we made each day a set time (e.g. 3 minutes), and the more papers you process, the more of your coworkers are laid off. Could imagine funny quips from Barb congratulating you on your performance and then offhandedly mentioning mass layoffs. This is similar to Papers, Please where your performance by the day directly correlates to whether you're able to pay for food/shelter/medicine for your family. I would love to see choices the player makes affect the gameplay and narrative in more substantive ways.
Yay more Doodle Jump! This was so fun, things got real when I erased the helicopter and the blades kept flying towards me lol
One note, I think it would've been fun if the player got faster and faster the longer you went. Amps the difficulty and with some wooshing SFX and some sort of wind VFX/animation to highlight the falling speed it could get REALLY juicy. Overall love the execution!

