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do the event upgrades do anything? when I click them it doesn't seem to actually upgrade much

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I feel as though the (excellent!) atmosphere of this game comes at the cost of readability and transparency as to what things do. I love what you did with the descriptions for upgrades and I think it's cool, but it's unfortunately difficult to understand.

That said, I found this game really enjoyable! The balance feels good; I consistently felt like I was making progress in some way or another. Any time I felt like I was approaching a wall, either an event would give me a bonus that made me feel more on track or an upgrade would do a lot more for me than I'd expected.

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I really appreciate that. I know what you mean about the readability, a lot of this was kind of experimental to see how people would react. The feeling of unsettling does come at a cost. If I try something similar again, I'll try to strike a better balance.

Solid game! Love the vibes, very uncomfy <3 great sense of progression, and i appreciate the prioritization of active play while still allowing semi-passive play.

A couple of notes:

-The font is a bit hard to read, especially when trying to catch whether an upgrade costs 5 or 6 of something; if you end up expanding this, please consider offering alternate fonts. They really sell the brutal tone, don't get me wrong, but readability comes first in my book (the tally/symbol counting at lower amounts are cool though, as are the symbols regarding what upgrades provide-- though you may want to consider a mouseover/explainer for broader acceptance).

-I'm not certain, but it seems there might be an upper bound on the feed speed based on splatter animations/bite sounds; i *could* be imagining it, of course, but it feels like after a few reductions it just stays the same.

-I really like the way you implemented random events/milestones; they really drastically affect the speed of each run. I'd love to know when one is coming down the pipeline, even if it was obfuscated with, say, a weird blob of viscera or something.

-You fit a lot of visuals and information into a static screen, and did it well! The steaks have a propensity for flying off, the rebirth symbols/cracks are a bit too repetitive for my tastes, and the upgradability of passives is a little hard to read when they're almost full, but i'd take all that any day in comparison to having to flip between menus- especially considering how frequently i'm feeding. Sincerely, well done!

Absolutely a great game, jam or no jam. Hope to see more horrible and unsettling updates!

wait, its just the text. it stops working when the red screen appears

reveations stopthe game, and i can't choose one

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Game stopped working for me after a couple of saves/restarts.

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Same just happened to me. After a longer than usual boot up/ load time, my prestige just gave a Feed button that clicks but doesn't fill or produce marks. Reloading the game gave a binary choice pop up and the storage room for the scavengers showed up, but play is still broken (can't gain marks or trigger the basic mechanics to show up)

(+5)

i love the style and aesthetic but i wish i knew what i was doing. i'm just picking random things that come up

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i love this so much