Comments

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The atmosphere and tension of the vault was really fantastic! Here is a Japanese gameplay:

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šŸ˜ŠšŸ‘
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this is what every game should do, polish it's every aspect, i love the style, the gameplay, the ending,the vibes, it's all so wwell done and doesn't overstay it's welcome, phenomenal job mate

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Unreal work mate, I was wondering how you implemented the SFX, did you use FMOD or Wwise or just a Unity Audio Manager? The footsteps, reverb, and ambience is incredibly well done.

Thanks! The audio was implemented using only built-in Unity features, so no Wwise or FMOD.

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Sick as hell! Would love to play a full version of this game.

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This is awesome! It feels very Portal 1 inspired which is one of my favorite games ever!

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Congratulations on the win! I didn't notice this game during the voting period, so I decided to play it now. I really enjoyed the sound design, visual style, and gameplay. You've created a great combination of different elements that work together to create a unique and stylish experience. You deserve this victory!

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Congrats and awesome game and execution. This really felt like a polished game with a cool concept, well designed, and expertly crafted.  

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Congrats on winning the Jam! Me and a couple others would love to see this being a full release. 

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Thank you!! I’m going to publish a small post-jam update soon, plus a devlog with my thoughts on a full release :)

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Congratulation for winning the JAM

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The game is great. I have loved the grappling hook mechanic since I first played Ocarina of Time. But I never saw this mechanic being used in such a scary way.

This is literally some type of hell where someone got stuck in a never-ending loop for some unknown reason, and has to spend an eternity using a grappling hook inside of what appears to be some kind of huge underground complex with deadly traps. 

It's very cool, but also very disturbing.
Actually, I don't think that I will ever be able to forget this game now.

Well, you got 5 out of 5 from me.

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Very cool game! I really enjoyed it, but I found a bug that lets you avoid fall damage if you jump right before landing.

Thanks for playing! I believe I just fixed this issue (buffered jump took priority over fall damage, oops)