Hey, I hope this doesn't come across patronising, I just wanted to say what you achieved is impressive... you look at all the jams on this site, the number of submissions compared to joined... it rarely goes above 25%! You are in the much smaller percentage of people that completed something really hard in a short time. That is a fantastic achievement and every jam should be used to try new things and learn something which will improve your skills all the time - which means most jam entries are janky and need work... that's the point, we're pushing ourselves and doing things we haven't tried before - some of us have been coding decades, some it's their first project. All that matters is you enjoy the process and keep on designing and developing... we're here for it! So yes, we want to play your game!
That doesn't mean pressure yourself to release multiplatform. That is the "pro" of WebGL, being browser based it is open to everyone, but the "cons" are it often affects quality, messes with resolution, can affect input sensitivity, so the trade-off for reaching more people is the end result of your game can be affected, so that can mean more play testing and debugging, which is very hard in a short game jam. Don't let any of that sap the fun out of it. Screw the guy who uses Mac - He just wanted to say the game looks great and you should feel proud.
Mintee
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Hi there, thank you so much. I cannot express how much this review means to me. I am so pleased you were engaged enough to complete the loop. Yes definitely had many more things in the "nice to have" backlog that time did not permit, but I really enjoyed the concept and may continue it further. I wanted to lean into the protagonist being the antagonist, so originally I played with the idea of losing control so the camera did not even follow the wolf and you would "wake up" in a strange part of the map not knowing what had happened - and maybe have to collect clothing and avoid authorities etc, but I could not think of an engaging set of actions to do at night time other than watch, and I didn't want it to become "Championship werewolf manager" and just simulate the nights attacks... especially as I had already built the infection system and state machines first.
Me too, I liked that technically there is no way to "die", the player can only end the game by different choices, the things that happen TO the player only affect the duration of the game.
I appreciate your time to feedback very very much! I will check out your entry when I have finished work :)
Hope to see you in the next jam
Haha I am very sure it is not your coding - I had the exact same issue with one of my previous Jams, the way it responds is just WebGL converting the mouse I can tell. I had to add a sensitivity slider in my one too and you may find you still have to have that slider really really low, it's a weird webGL quirk.
I often ponder whether to have a download rather than browser because it changes the input sensitivty so much, I bet it plays very differently in editor/executable.
You did a great job!
Thanks I was not aware of that, that's really cool of you to share.
I joined the last jam but life got in the way and I could not submit in time - thank you for noticing all the systems, there is quite a lot going on and honestly it's not just about how many systems are happening, but making them integrate and bug fixing when you tweak things, that is the time consuming part. I was really proud of the infection spreading and curing I have to admit.
I always go a bit too ambitious - I have to learn to rein it in. I think you got the jam spot on this time, the design was spot on, perfect jam length I'd say - keep up the good work I'll keep an eye out for you in the Christmas jam ;)
First game ever!? You realise it is very hard to submit a game in a jam deadline, it is often a very low percentage of people that join a jam actually submit... and you did this with your first game!
This is a huge achievement you should be really proud. I hope to see more from you! Please keep game designing and developing!
Hi there... This is beautiful! I really feel you have scope to build on this beyond the jam - the inclusivity of the wheel chair user as a protagonist is fantastic, the artwork and animation is excellent and the rainy setting was incredibly moving.
This really surprised me as a concept, you're a great story teller without needing a lot of mechanics.
The artwork creates an ominous atmosphere and stranegly the lack of sound/music amplified that atmosphere.
The story could have done with a bit more description around the rooms and environment to give the options a bit more weight, but the execution and interpretation of the theme were great.
Well done.
I liked the way you turned the theme into something kind of positive rather than obvious horror - unexpected guest.
Music was brilliant and the assets looked great and worked well in the level.
I think you're experiencing the same WebGL issues I had in the past with the mouse sensitivity - I bet this works fantastic in editor or as an executable, but dizzying mouse control aside (as I know you didn't program it like that - damn WebGL) - you did a great job with this!
Hi again, I didn't read properly earlier, you mentioned steam controller and apparently it does behave differently to a gamepad as I believe you can disable desktop mouse emulation on the steam controller which may be affecting it - but if you did not experience this on other games it may be because I am specifically using mouse screen position rather than delta and other games may be using delta and locking the cursor.
But if it is affecting you across the board, it may be a setting on the steam deck you can switch the control stick to emaulate mouse or not.
Enjoy the jam and thanks for all your time.
The artwork on this is brilliant, I loved it, and the movement is clean, great pacing - I think my monitor needs upgrading (and my eyesight needs checking) because it was very dark so I found it very hard to find a weapon and basically I sucked! But I blame my hardware not your software. The sound is outstanding, great atmosphere, you did an awesome job with this! I liked the mix of 3d and billboard sprites.
Hey guys, I honestly cannot say enough good about this entry.
The carousel level design absolutely chef's kiss, I loved the music transition between areas - gave me real 'Monkey Island' feels. The puzzles were perfect for a jam game, not too difficult but not hand fed either. It had real classic point click meets little nightmares energy.
I struggled a bit with the book movement - perhaps the trigger distance was a bit small? Or I couldn't tell if I needed to have the cursor over the object while pressing E, but for 10 days, this is a lovely little game loop. The scene was simple but thriving - the twist at the end was funny, I was expecting to fight the thing behind me.
You guys should be really proud of this.
Dude this must have been so much fun to bring together!
The comedic tone and texts had me laughing really set the tone of a house party (Help me move the sofa out! :D) and the juice you added works so well, the camera shake and lighting really gave the feeling the party was jumping as guests poured in.
The level of polish on this shows you either worked incredibly hard, or you're a seasoned jammer!
I think I got lucky with the number of monsters, I only seemed to get 1 or 2 but really from a jam perspective it paced really well as I got to engage in all the features. A few people say they struggled to know what was going on(?) but it I think it eased in really nicely - you really feel the chaos building which is what you want from a resource management game. This has great potential I hope you'll continue it - has real escapists vibes.
Dude thank you so much for giving it a go.... Thanks, my daughter has aspirations of being a writer so it was a cool way to involve her. I admit I mostly tested on pad so I had not considered mouse with multiple monitors, I will look at how I have constrained the mouse, sorry about that.
I really appreciate the feedback.
Hey there, thank you so much for taking a look - the loss of control was a hard choice and I know it needs tweaking to keep it challenging while still interesting, I just wanted to play into the uninvited aspect rather than just "being a werewolf", I wanted it to feel like a curse rather than a cool thing with powers.
The seven endings almost wrote themselves once the mechanics were in.
Those are some huge compliments, I thank you.
This is a brilliant concept. I have tried to make puzzle games before and they are very difficult to get right in terms of challenge, I think you nailed this and it seems a really original idea with the loop mechanic. It took me a while on the 3rd to last level and once I sussed what destroys the ghosts and blocks the player it was really satisfying. You did a great job on this, would love to see more levels/mechanics.
This is a masterpiece! I cannot say enough good things about this entry. Music was on point, sound effects, the mechanics... perfectly weighted to feel moth like, very clever level design, perfect difficulty for a game jam, beautiful simple artwork... The vignette when you hit things, lovely effect. The tutorial, absolutely amazing, so simple and worked introduced each part so gently and intuitively. You are an excellent game designer. Well done! I did it in 4mins, and loved every second!
This is a good entry even more impressive it's a solo effort. The controls feel nicely weighted, not too easy not too hard. I really love the attention to detail under the sunbeams. You nailed this!Reminds me of a game I used to love years ago (showing my age) Airwolf on the spectrum/commodore... I always wanted to recreate it and here you have!
This is stunning guys, I struggled to get it loading at first too, maybe an issue with some browsers as others suggested it happened to them too, but once I got it loaded it is visually gorgeous, well chosen sound, bang on theme - simple by design but brilliantly executed. Easy to play, hard to master. The pattern for the asteroids must have been really hard to come up with, it's a really tidy entry - I could learn a lot from you guys, this is how you game jam!
Thanks for giving it a go. Yes for some reason when the build exports for webgl it doesn’t seem to take account of the scaling processors I added for mouse sensitivity in Unity - I tried :(. In the editor it works as expected - hence I had to note on the details it supports mouse but is optimised for game pad because time ran away from me.
I really appreciate you taking the time to try it out though :)


