December 16th-19th 2011 :: Theme: Alone
Incomitat was made in a huge hurry, but I'm quite proud of it.
There's no real 'point' in the game, you can explore the island and try to figure out why you're alone. There's a boss in the game, try to find it!
CONTROLS:
WSAD - movement
Left mouse button - action
E - drop your active item
Q - open full inventory (you can move stuff around here)
Space - view map
You can use the mousewheel and number buttons to cycle between your active items. Use Q to switch item slots.
Downloads and Links
Ratings
![]() | Coolness | 50% |
#7 | Community | 4.08 |
#12 | Graphics | 4.17 |
#34 | Overall | 3.63 |
#64 | Fun | 3.21 |
#74 | Theme | 3.58 |
#106 | Mood | 3.24 |
#114 | Innovation | 3.17 |
#264 | Humor | 2.00 |
#491 | Audio | 1.47 |
Comments
The graves were kinda crazy. Would've liked more stuff to do and more reliable PCG, but its enjoyable to look at regardless, and digging and planting and chopping feels tactile enough. Likely too ambitious for an LD, hope to see it polished later.
This is such a large concept to be an entry in a 48 hour competition. I'm impressed by how far you managed to take this in such a short time, but as you say yourself, the only way this concept really shines is via feature creep.
There's a lot of fun and interesting things you can do, and yet ultimately they seem to "mean" nothing. It's very existentialist. I found myself getting hungry and almost dead, after screwing around and having fun, and I asked myself "what did I just do with my life?"
Keep the hunger, but maybe find new ways you can stave it off? Otherwise, just keep adding the strange and wonderful.
For a game made in 48 hours, its really well made with nice graphics and features. However, while its fun to explore and find out stuff by yourself, i just didn't knew what to do with most of the things...and the hunger didn't help much either (too quick).
My other complain would be the inventory screen, not only is a bit of a pain to switch out items, but from the 3 times i played the game, i managed to break the inventory, having 2 items in 1 slot, having a item on the cursor with the inventory full, unable to switch or drop, etc, so i couldn't finish the game, if there's a end that is.
Controls very nicely, sprites are consistent and stick to a cool style. Very impressive for a 48-hour game!
There is a sort of a boss that you can beat, but since finding it is extraordinarily unobvious, it could be said that the game can't be beaten!
Thanks for the compliments, and I mostly agree with the criticism - too ambitious for LD and thus lacks content to make it interesting. I'll also need to tweak (or remove) the hunger system.
I was actually a bit surprised about the inventory bug stuff - hadn't noted them myself! Thanks for telling, and I agree that the inventory is horribly unintuitive atm (it doesn't help that my mousewheel is partially broken).
It's the first one that I want to see the source :) love it! nice job.
Pretty cool entry, especially for the challenge of doing something which works on this scale. Keep up the good work!
I love what you've got started here. Neat little world to explore.
The graphics are very nice, but the colour at evening is a little odd. I think it might be too light a shade or something, like everything's getting brighter as the sun sets which is strange. My first thought was that the island was being nuked or something, rather than the approach of night.
The transition between map squares can seem a little sudden. Particularly going into water squares, where you're suddenly swimming with no shore (the rest are fine, really). It makes sense on the map, but is a little weird in play.
The clock in the top right can be a little hard to read...it took me a fair while to figure out what it was and how to interpret it.
Interesting concept and it looks really pretty! Using the hoe on the ground reminds me of Harvest Moon!
I found it a bit difficult to know "what to do" (I know you've said it's exploration, but as someone mentioned before I didn't know what to do with the items I picked up). Overall it was fun to walk around and interact with the scenery. I never did manage to kill one of those bunnies!
I checked out the source, it's interesting the way that you put the subtle noise and vignette with an active object over the whole screen. Looks really neat.
Well done!
very impressive! the art is really nice. i actually figured out how to summon the boss, but i didn't know it was going to work so i didn't stock up on ammo and died very quickly. :(
i didn't find it too hard. i liked the things that you can stand next to to make time pass quickly, and it was nice to be able to open up the map.png. the skeletons could have been more aggressive, and audio would have made it all the nicer.
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Procedural generation needs some work, enemies are overpowered, and you die too quickly when swimming. The footprints are a nice touch, though.