FoonLudum Dare ExplorerUsers → Luxiffre

Luxiffre

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353Delivery👥Solar Eclipsejam2233.944.053.503.064.153.963.093.82

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Luxiffre

LD53 — Delivery

Chaos Kitchen by NoobDude 2023-05-04T10:04:20Z

Oh my god these characters are so. Freaking. Adorable. \*^* Loved the atmosphere of this game, it was really relaxing to play!

Some constructive criticism: - One feature that would be a nice-to-have is to be able to see the tables of *all* the meals that one carries instead of just one of them. (Is that the stacking mechanic that you're talking about in the description? I wasn't sure.) That way, the player can try to find an optimal route to the guests and back which would be a lot of fun! - I sometimes collided with the path, which was odd. But I noticed that you used an engine for the movement, so it's possible that it's a bug of that engine. - Instead of making the numbers of the meals entirely random, a semi-random approach that ensures that all guests get at least one meal before the time limit ends would be neat. Of course this is more of a detail and maybe not in the scope of a game jam, but if you decide to continue working on the game, I believe this would be a nice touch. If, for example, you used a list containing all guests and guests who get their food are removed from the list, it would not only ensure that every guest gets at least one meal, but the player might even be able to plan around it!

Strange Zoo by khaotom 2023-05-04T07:53:30Z

This was really interesting (in the good kind of way)! Had a lot of fun figuring out how everything works and enjoying the experimental music.

Some constructive criticism: - The movement feels a bit too clunky for this kind of setting. It would make sense in games build around precision movement (e.g. where collisions hurt the player), but here it leaves more of an impression of artificial difficulty. It'd be more satisfying if the movement was more straightforward. - During my run, it took quite a while for the first creature to die, so I had to wander around aimlessly for some time until I knew what to look out for. Maybe it was just a coincidence and they usually appear a bit faster, but either way, a scripted (and thus impossible-to-miss) first encounter would probably be a better way to ensure the player knows what to do. I did have fun figuring it out on my own, but sadly, my personal experience is that the majority of players is not that patient... - It didn't take me long to notice that some creatures are picky in what they would like to eat. And since the game told me to observe the creatures closely, I tried to look for clues about what each of them wants, but didn't really notice any (of course it's possible that I simply missed them). I believe visual cues would be a neat addition so that players don't have to resort to trial and error.

RUCHKI by katamary 2023-05-04T13:32:40Z

...what in the world did I just play? :laughing:

Okay, in all seriousness though, the core gameplay of this game is actually interesting and fun! There are, however, two main problems that I see at the moment: - The difficulty curve is way, *way* too steep. I couldn't finish the first level (so I don't know if there are more), and it's not because I didn't try enough. Using the main menu as an introduction was great and totally got me hooked, but the first level does not meet the player at their level of skill after just that short tutorial. Of course I got far regardless, but the satisfaction of actually completing a few levels was missing. - The physics sometimes feel somewhat unintuitive. There were many moments when I tried to hurl the letter only for it to lose all its momentum at the last second. I believe I know why this happens (the arm reaches its maximum length, so the letter abruptly stops) and I know that it's technically my fault, but I'm pretty sure this is the kind of situation where something analogous to coyote time (just for momentum instead of the ability to jump) would be in line. It might be worth trying to make it so the letter isn't thrown with the momentum that it has at the moment the player releases the hand, but the momentum it had ~100ms (or so) before that.

Ravenhaul by Rongo Matane 2023-05-02T15:18:13Z

What a lovely game, absolutely mindblowing for a game jam!

The first information dump took me a while to process but after the first day, everything felt pretty intuitive. Still, it might be better to hide some of the information until it becomes relevant. For example, it might be better not to display pigeons in the shop until scrolls are available for delivery. Like I said, I still managed to get a grasp on the game, but it would make it less overwhelming and easier to get into.

Other than that, no more immediate criticisms from my end, I had a blast. I especially loved the atmosphere during the twilight hours and at night. And, of course, filling my house with ravens. Plucking my goth heart's strings, I see. Sneaky.

Love from Moonlit Monitors! :full_moon::video_game:

Witchcraft Starter Kit by Belea 2023-05-02T10:38:34Z

Loving the take on the delivery theme as the exposition of the story, neat idea! Also, I'm a sucker for atmospheric horror, so this was a lot of fun for me.

Some constructive feedback: - The blue background for the intermission texts didn't quite fit the mood imo, it felt somewhat lighthearted. Something like midnight blue or midnight purple might've fit in better. - A pet peeve of mine: poems that follow a strict metrum, but break their own rules. In all of the poems there is at least one verse where there are too many or too few syllables to fit in with the rest and/or the metrum changes only for that one verse. I don't want to criticise this too much because I know very well how difficult it is to write poems that follow a strict structure - let alone under time pressure! - but the poems would be even more satisfying if the metrum wasn't broken. For example, in the first poem, the last verse could be "To fall for me forevermore" This would fix the metrum. (And also it would specify that it would actually be *the caster* whom the crush falls in love with. Though it would've been a funny twist if they just fell in love with some random person on the street because one didn't read the fine print :laughing:)

Witchcraft Starter Kit by Belea 2023-05-08T08:54:58Z

@belea A light colour that gradually goes dark sounds spot-on, I absolutely agree!

And don't worry too much about the poems. Chances are, even many native speakers wouldn't have noticed those irregularities (which is why it has become a pet peeve of mine in the first place). What's most important is that the metre* is something you're aware of when writing poems like the ones in your game - and from what you're saying I can tell that you definitely are. That's all that matters; the rest is simply a matter of practise. And just to clarify this one more time: your poems are _already_ quite good, so keep at it! :sparkles:

*Speaking of being a non-native speaker: I just learned that it's actually called "metre" (or "meter") in English and not metrum, argh... x_x But I'm glad you knew what I was talking about anyway. Just shows that I've still got some things to learn myself. The reason I noticed is that I was trying to find you some online resources, because I know that there are at least _some_ fixed rules about when syllables are stressed (metre can also be partly subjective though!), and I figured knowing where to look might help you. But since it's called metre and not metrum, googling it is rather messy because of overlapping meanings. On the other hand, though, looking for pages about [lingustic stress](https://en.wikipedia.org/wiki/Stress_%28linguistics%29%23Word_stress) might already do the trick without even having to go into poetry. But it's possible that these kinds of pages don't account for any subjective factors. (Also, I hope it doesn't sound like I'm trying to explain something extremely trivial here, because it absolutely isn't. English pronunciation is a mess after all.) Idk how helpful this is, but hopefully it was at least a little bit interesting.

Enjoy your day! c:

Gullliver by ThorPalsson 2023-05-04T13:07:21Z

Unholy symbolism? Oh, do count me in.

Big fan of the general atmosphere of this game. The visuals and the soundtrack fit together very nicely and the little narrative snippets deepened my interest in the ingame world. Unfortunately, the exploding gulls, funny as they may admittedly be, repeatedly broke my immersion. I wouldn't say that gulls are generally incompatible with the rest of this beautiful dark world you've created; I'm guessing it's mainly the fact that they explode that throws me off. Or perhaps it's just not my kind of humour (which is why I chose not to rate that category).

Other than that, though, I don't have anything to complain about, I really enjoyed this game overall! A crosshair might've been nice to make it easier to point at objects, but for a game jam it's completely fine even without one ^^

Lern Island Letters by Andori_Paic 2023-05-03T20:42:06Z

Ohhhh this is nice! I came for the chill vibes that the thumbnail gave me, but I honestly didn't expect to have this much fun figuring out everyone's personalities and peculiarities. Had a really great time, I can absolutely see this as a larger-scale game!

Some constructive criticism: - If you want to expand on this game, I'd recommend an option to show a letter's text in a simpler font style (e.g. through a HUD) for accessibility reasons. I'm aware that accessibility isn't necessarily the biggest focus during short game jams like this one, though, so of course I won't hold it against you! - I liked the ending, it felt extremely satisfying to be able to stop the construction project. Still, it seems kind of wrong for there to be no consequences for one's job. After all, it was a severe violation of secrecy of correspondence. I'm not a lawyer and I don't know if it being a case of corruption provides enough of an incentive for them not to sue the postal office worker, but it would certainly have to be addressed imo. Might be an interesting starting point in case you want to develop this game further!

The Curse of Sentience as a Delivery Box by vfewa 2023-05-02T09:43:04Z

Had a bit of a jump scare when I played with the sound options because the SFX took a while to set in xD But other than that everything worked well, it's been fun.

A few further notes on the SFX: - The landing sound a little unfitting imho. If you made it yourself, I'd say it's fine and you may ignore the rest of this note. If you decided to use a SFX library, however, and just didn't have good sounds to choose from, I'd recommend GDC Sonniss. They have a good selection for realistic SFX like these ones. - The sliding SFX shouldn't play while not grounded and should stop when hitting a wall.

DEVILivery by Blue Pin Studio 2023-05-03T16:28:02Z

Neat little game, I had fun playing it! That said, there are a few quality of life features that, I think, would make the combat even more fun: - I feel like there should be some downside to spamming the gun. At the moment, there is no reason not to continuously fire it. This isn't bad, don't get me wrong, but I believe it would be more fun if there was! For example, some slight knockback on the player would be simple to implement and would introduce a risk for firing the gun aimlessly. - Speaking of knockback, some knockback on the bullets would also make the combat more dynamic imo! For example, there could be more knockback on the eyes (since they look lightweight) than on the slimes (because they're sticky). This would make the combat feel even more dynamic!

Then there's also the story. I know the focus of this game was more on the action, but I'm usually into games with elegant narratives, so there were a few things that bugged me with this one: - Perhaps I'm just not part of the target audience of this game, but I found the riddles and/or item choices too trivial. - I'm struggling to suspend my disbelief with the items that Big Boss asks for. They don't really feel like something a devil needs, nor weird enough to make me laugh. Perhaps this is also why it felt to me like the delivery narrative was strapped onto the core gameloop rather than the two being designed around each other.

I know this comment might sound a little harsh - that's not my intention, though. It's *because* I had fun playing this game that I want to be open about where I currently see its weaknesses. I hope the feedback is useful to you.

The Smuggler's Map by Phanelly 2023-05-02T14:06:21Z

Neat and pretty little game with some interesting potential for further features! I can see how this could be a cool concept to expand on.

Some constructive criticism: - It usually struggled trying to identify which island has the resource that I currently need. Although there is a legend, the fact that everything is the same colour made it somewhat frustrating to pattern-match the islands on the right to those on the left. To solve that problem you could use some sort of colour-coding (e.g. give each resource a colour and apply that colour to parts of the island that offers the resource) or provide a tooltip that displays when one hovers over an island or clicks it and that displays the resource. - Since the pirate ships' speed is similar to that of the ship one controls, the point at which it becomes nearly impossible to deliver resources is reached rather quickly. The problem here isn't that it makes the game difficult - it that it makes it feel *unfair* (at least to me). I'd love if the speed of one's ship increased with each new pirate ship that spawns (or if it already does, to make the increase stronger). That way, beating the game would feel more like a test of my skills, not of my patience.

Hear Ye! by krummja 2023-05-04T14:07:54Z

Got to the king having defeated all bandits and with all three pieces of the scroll, but still resulted in a game over. Is that intentional? I'm not sure if this is a bug or if I'm just not getting the joke ^^;

All in all, though, this is a really nice game. Really enjoyed the visuals in particular!

Some constructive criticism: - There are two quality-of-life features that I can't recommend highly enough for any platformer game: **jump buffering** and **coyote time**. The goal of both is that the player doesn't feel like the game ignored their input. What jump buffering does is it remembers when the player tried to jump even though they haven't quite touched the ground. And coyote time is kind of the opposite case, where the player walks off a cliff and presses the jump button a fraction of a second too late, but the game still allows them to jump. Both aren't too hard to implement, either, so they should still be within the scope of a game jam. Another such feature that's good to keep in mind is corner correction, but that might be out of scope. - This is just a small detail, but I prefer **WASD-style controls** over the weird XC shenanigans that many precision platformers use. I know it's popular in the genre, but since it's really simple to add key bindings in Godot, it usually doesn't hurt to add a few more options for other styles of playing. One particular upside to WASD-style key bindings in platformer games is that they often allow one-handed players to play the game, so it's also an accessibility feature.

lycoris;lastwords by robobarbie 2023-05-02T13:39:57Z

I'm SO in love with this game! You already had me by having my favourite flower in the title, but the actual game is even better than what I could've hoped for. You made this goth's day :bat:

I don't really have much to criticise. The only thing that bugged me a bit was the default sound for the text scrolling, I found it a little sharp and too digital. Lowering the volume helped a little, but it still stood out against the warm acoustic music.

Other than that, though, this is absolutely amazing. I'd be thrilled if you decided to expand on this for a larger-scale game! :black_heart:

Beacons Of Light:Lighthouse by ZHANG YING 2023-05-04T09:03:02Z

I love the atmosphere and the narrative concept of this game, great job! It does need some polishing in terms of quality of life platformer features (see below), but if those are added, I could totally see this as a relaxing game for rainy days. The art style is unique and the message is beautiful - maybe add some calm piano music to the mix and I'm sure it'll make everyone who plays it feel warm and fuzzy inside!

Some constructive criticism: - It's possible that some people can't play your game because they cannot unpack .rar files. I didn't run into that problem, thankfully, but **.zip files** are more common as far as I know. - There are two important quality of life features that every platformer should have: jump buffering (which this game does have - very good! :white_check_mark:) and **coyote time**. Maybe you do have coyote time and it's just very, very brief, but if you don't, you should give it a high priority! Otherwise, players will feel like the game sometimes ignores their input. Another such feature is corner correction (which makes it so the player is pushed around a corner when they touch it only by a pixel or two), but that might take a little more effort, so maybe it's out of scope for a game jam. - Thin platforms should be **semi-solid** if possible. (I heard they're a bit of a pain to implement in Unity though, so I won't hold it against you.) - I believe the horizontally moving platforms in the last level had different **cycle intervals** which caused them to go out of sync. It wasn't too big of an issue this time, but it's something to keep in mind because it can easily feel frustrating, especially in games with a time limit.

Lil' Red Witch by Bluepir 2023-05-02T09:21:29Z

I liked it (finished it, too), it's a neat little game for a jam! I was kind of worried at first because the controls weren't written down anywhere, but there's an ingame tutorial that explains them and it was intuitive to figure everything out.

A few details that come to mind: - The scroll speed of the text was rather slow imo, so it would've been nice to allow the player to uncover the text by pressing space before it's finished displaying. - The waving of the text is cute, but it made it slightly harder to read. Not a problem for a game jam, but something that should be considered for larger works. - It felt as though sometimes my directional input didn't cause the movement direction to change. Not because of the inertia but rather as if my input didn't register. Not 100% sure on this one though.

Don't Send Me a Puddle by eieio 2023-05-02T09:59:34Z

Really innovative idea (especially considering that this was you very first game jam)! Don't have much to criticise here, this is definitely among the good games I've played today.

The only two (really minor) things that I noticed were that the hitbox of the flames was a bit hard to judge sometimes and that I've noticed that some flames looked like they're too far into the ground (texture-wise). Nothing huge though, it didn't detract from the fun.

Oh, also it would've been even more hilarious if the text on the box said "KEEP COOL" :laughing:

Witch Brunnette by joao-marcello 2023-05-04T09:34:55Z

Cute graphics and a satisfying game loop - yup, this was fun for sure! Just had mixed feelings about shooting the little flap flaps 🥺 Bats are friends, not foes! :bat:

Some constructive criticism: - Not being able to turn around until one loses all momentum in the opposite direction feels somewhat unintuitive and makes the gameplay a little frustrating at times because it adds an artificial difficulty to shooting the enemies. - Since bouncing the items off the ground yields more points, it'd be nice if the bounce was a little higher. Not necessarily because it makes the game easier but because it'll feel more rewarding and satisfying to the players if they can manage to do it even without much practice. You can still add another level of difficulty by making it so that each additional bounce adds even more points.

Solar Eclipse by Luxiffre 2023-05-03T18:55:42Z

@gog @scratch You're absolutely right of course, there should normally be invincibility frames in games like ours*! The reason that we didn't implement them (and a few other important QoL things) was simply a lack of time. One of us couldn't be there during the last day and we underestimated the impact it would have on the scope ^^;;;

But I'm relieved to hear that you still enjoyed the game! We were actually rather nervous going into the rating phase because this game ended up being below our usual quality standards in several ways, but the response so far has been surprisingly good. Then again, we know that the game dev community tends to be overly hesitant to point out flaws, so thank you for your constructive criticism, it's much appreciated! :green_heart:

*edit: Our game designer just let me know that there actually are invincibility frames in the game (indicated by the player flashing red) - but they might be broken or too short. We've recently switched to programming in Godot, so it's possible that things are just a little wonky atm. But all of this edit is just to say that we didn't forget about invincibility frames. My bad ^^;;

Solar Eclipse by Luxiffre 2023-05-03T19:24:23Z

@sbeif Thank you very much!

The idea tying us to the jam's theme is supposed to be *delivering the final blow*, but I'll admit that this might not be very obvious. We thought about voice acting the narrative, in which case we could've emphasised that part, but we didn't have time for it in the end, so now it almost became like an accidental easter egg. Of course, even the original idea was a bit of a stretch, but among all the other ideas that we had during our brainstorming session, this was the one we were the most hyped for (especially since all of us find the current theme rather uninspiring and boring). And so we simply decided to value fun over strict theme-compliance. No regrets! :grin:

And yes, we have worked on other games before! All three of us are part of a small studio called [**Moonlit Monitors**](https://moonlitmonitors.com/). I should probably add that to the description, thanks for asking! Most of us have been working together for several years creating small games for university projects and some game jams, but we haven't released many of those. We did, however, also make one large-scale game, a precision platformer called [**Germinal**](https://store.steampowered.com/app/1967940/Germinal/), which released this year after three years of development. It's arguably a better reference for the level of polish that we normally aim for, though some people dislike how its visuals are somewhat similar to that of Celeste. (Which is one of the reasons that we're now focusing on showcasing that we're very much capable of creating something entirely unique... Ig it became a bit of a sore spot.) It's different from Solar Eclipse, though, in that SE aims to be more of a metroidvania whereas Germinal is a precision platformer, as I mentioned.

Solar Eclipse by Luxiffre 2023-05-04T14:16:17Z

@sbeif Happy to hear that you like it! :smile: It's unlikely (at least atm) though that we'll port to switch in the near future. One reason is that most of us are currently short on time because of university studies. Another is that we're also trying to become economically sustainable atm, and Germinal unfortunately wasn't all that successful because we didn't have much time or expertise in terms of marketing. So unless some huge influencer picks it up and makes it popular, it's unlikely that it'd be worth the effort :/

Solar Eclipse by Luxiffre 2023-05-05T07:33:13Z

@joao-marcello First off, thanks for the comment!

> The music give the Asian climate that your game intended to convey, but I missed some more elements from that culture to be perfect.

The reason behind this is actually not quite straightforward, so here's some background info.

One of our main sources of inspiration was Bhutan (which is why our NPC is a takin, for instance), because it's one of the few ecologically sustainable countries in the world and at the same time also one of the happiest, so it synergises really well with the solarpunk setting that we want to aim for when we create the game that this game jam is based on, someday.

So naturally before I began working on the soundtrack, I researched Bhutanese music. I'll summarise what I found.

There's several different genres, some are more traditional (most notably zhungdra and boedra), but there's also pop genres (of which rigsar is by far the most popular). Folk music, especially zhungdra, contains mostly vocal elements which are also quite elaborate, so it was more than unlikely that I would do them justice within the time frame of the game jam considering I had never done or even heard Bhutanese music before. The vocal of rigsar, on the other hand, is less elaborate and strict (which is one of the reasons why it's so popular: it's easier to sing), so its melodies were more suitable for the scope of this jam.

I also researched the musical instruments that are usually used in Bhutanese music. The most important ones are the chiwang (a type of fiddle), the dramyin (a type of lute) and the lingm (a type of flute). Rigsar often uses a few other instruments, e.g. the yangchen (a type of dulcimer). One thing that I noticed early on was that folk music often didn't use any drum elements (in which case the dramyin is used to give the rhythm). The music that did was usually the religious kind, but that usually didn't have many melodic elements, which wouldn't have fit this game. Interestingly, rigsar often uses synth drums it seems (see [this track](https://www.youtube.com/watch?v=ymBiWeDLtmw) for example).

One other thing I noticed rather quickly is that they use a pentatonic scale, but it actually took quite a while until I found out which one it was because there's very little information on it online... (It's CDFGA or CDEGA - I used the former rearranged to DFGAC.)

There was still one major problem, though: Bhutanese music is actually rather slow (except some of the rhythmic religious music, but like I said, that one lacked melodic elements). And while I personally really enjoy and prefer slow tracks, I didn't feel like they fit the atmosphere and narrative of this game.

So in the end, to get a feeling similar to that of Bhutanese music, I used the same pentatonic scale and similar instruments, but at a higher BPM (I opted for 170 BPM, which is a lot, but since traditional music is around 85 BPM, it felt kind of similar to me). I chose Jhator (sky burial), which is also practiced in Bhutan, as the topic of the track because it fit both the narrative as well as the BPM really well. Now, it shouldn't come as a surprise that I don't have Bhutanese instruments just lying around in my apartment, and I won't spend money just to buy digital versions just for this game jam. So I used the instruments that I already had that sounded somewhat similar to a fiddle, lute etc., but of course they won't be spot-on. To compensate, I tried to simulate the vocal embellishments of rigsar in the melody of the fiddle. That's why the fiddle's melody now has all these little wobbles. I'll admit, though, that it probably would've sounded more authentic had I just also included flutes. I originally planned on doing that, but because the deadline was drawing near and there was still programming to do, I had to scrap them, unfortunately.

So in the end, it's a mix of me not having access to traditional Bhutanese instruments nor the experience necessary to emulate it well, and certain adjustments that were simply necessary to make the music fit with the rest of the game.

Message to the End by edenic666 2023-05-03T15:40:26Z

First of all, congrats on finishing your first Ludum Dare!

It's not a genre of VN that I usually read, so the amount of interesting food for thought that this VN provided me came as a (very welcome) surprise. Maybe it's because, with the introduction of Hermes, the game communicated early on that my brain should get ready to suspend its disbelief. Whatever the reason, it made it feel like most of the many unanswered questions I had were deliberately left that way as to not distract from the overall message of the VN (rather than being a consequence of the game jam's time limit - which I'm sure was part of the equation here). It made me want to speculate about the answers rather than question the narrative, which is rather unusual for me.

For example, I was wondering why the postman doesn't have a name when their companion, Hermes, does. One obvious reason might be that finding a name would've taken too much time (in which case I can recommend behindthename.org for inspriation - that's what I usually use), but after the game answered another question of mine about whether the postman is actually human (my interpretation of "My whole life i've just been making people so sad." is that they aren't), it kind of made sense to refer to them by what they do rather than by a name. Some questions that I haven't found a clear answer to are: - I'm assuming that most if not all letters are created by humans since they seem to involve interpersonal relationships. But then why does the postman treat the letters as something personal to themself? - Why would there need to be a specific entity for postman's job? (Ig people have created deities for specific purposes like this in the past - take Hermes for instance - so that might be enough of an explanation.)

I do also have some constructive criticism: - I really enjoyed the idea of having lined paper for the textboxes! However, it bugged me that the second line of text didn't line up with the second line of the paper ^^;; - A pet peeve of mine: please, don't write ellipses (...) with only two periods. I do think that there are situations and settings in which they make sense, but this is not one of them imho. Since the textbox is framed as a letter head, and the letters of this story are considered life-changing, I find it unlikely that they would contain time-saving abbreviations like these. If the game was about text messages or forum posts, I wouldn't mind them, but in this kind of situation they feel... maybe not unprofessional, but definitely messy. - When the postman speaks to Space, they make a valid argument in asking whether the sadness that their letters may bring is desirable, to which Space only replies that the postman did save the Lost Girl so it doesn't matter. But that was just a coincidence, so postman's argument still stands. It makes me think that Space was gaslighting the postman with that answer, which... I don't think that's what I should've taken away from that conversation(?) It also made the overall message of the VN a little less clear. (I'm assuming the message is either "Life is beautiful - that doesn't mean it's always easy, though." or "Trying times ask for caring friends." or both - I hope I'm not too far off the mark here.)

Ninth live by evilgeniusdance 2023-05-03T09:49:51Z

Such a great atmosphere! I enjoyed this one a lot, it felt so unique and... weirdly warm? Probably because of the sunset and the adorable cat, but it was quite an usual feeling to have while rowing over a body of water littered with Lovecraftian horrors. Not that I would mind.

Some constructive criticism: - The light of the lantern is currently a bit hard to see in front of the background. It took me a while until I realised what the E key did. Wasn't too big of a problem though. - The game design of the sound monster felt somewhat unintuitive to me because of the little amount of feedback it provides. The thought of it reacting to the sound I made actually crossed my mind rightaway and I did try it out, but I didn't know for how long I could row while it's making noise and ended up overstaying my welcome. And so because that attempt failed, I assumed that my assumption was simply wrong - which is a problem. My recommendation would be to not have the monster kill the player immediately but first make a warning sound. And there could be slightly more distinct animations for when the monster can hear the player and when it cannot. That way, it would feel fairer and less frustrating. Like I said, I still enjoyed the game a lot (the atmosphere is what kept me going instead of giving up), but this would be an important improvement.

Souls Delivery by Bulba 2023-05-02T14:44:09Z

Interesting concept for sure, just needs a bit more quality of life here and there imo. But I still had a lot of fun! Figuring out where a soul belongs feels quite rewarding.

Some constructive criticism: - There should be different SFX and animations for when has chosen the wrong building. Because it sounds like a confirmation sound, it took me a while to figure out what I was doing wrong. - At the moment, navigating the map may feel frustrating to people without any sense of orientation like myself. After a while, I had a pretty good grasp on which buildings there are, but how to get to them proved to be a constant struggle that detracted from the fun of having figured out where a soul belongs. There are several ways to solve this. One way would be to make the camera zoom out more. There could also be signposts strewn about the map to give the player a sense of direction. A minimap that one uncovers during exploration would be even better, of course, but I realise that it would be completely unfeasible for most game jams. A solution that's easy to implement would be to allow the player to go to the grim reaper after finding the object that the soul identifies with, and have the reaper give the player directions via text.

Wicked Postage by KhaoKG 2023-05-04T19:51:23Z

Playing this game as a second-generation goth is funny. There's this internal reflex going "Huh, it's not my birthday yet, why are my parents sending me all these letters?" every time a black invoice appears LOL

Jokes aside though, apart from the weirdly high mouse sensitivity (which honestly wasn't as much of a bother as that just made it sound), I must say this game was actually pretty spot-on as a relaxing game jam for me. Not too long, the core game loop is satisfying even if it's simple, and the atmosphere is good as well. Also, I'm glad it doesn't make use of jump scares (I've a strong opinion about jump scares being heavily overused).

One minor improvement, imo, would be to remove the bell button. I don't quite get its purpose to be honest, I usually found myself waiting for new letters to arrive while the button was still red. Maybe the reasoning is that one should normally feel threatened by the big black burning invoice altar standing in the room so that the button builds tension, but perhaps I'm just not the right target audience for that kind of tension :laughing: