Marigold Siesta
A downloadable game for Windows and macOS
Note: The Mac build was made post-jam and may not work. The Wwise package will request network permissions, but it's unnecessary, so don't provide it please. The game does not restart completely; the application must be closed and opened again to replay the game.
Alone. Your dream vacation turned into a nightmare, once the cruise liner ripped its hull upon the shoals. After a sleepless night struggling to stay afloat in the waves, you’ve found yourself washed up on the shores of an uninhabited island, fighting with pests and vermin for any scrap of food. If only you could rest, find a moment's peace, to shut your eyes to forget the sights you’ve seen. Maybe then you wouldn’t feel so hopelessly alone…..
You'll need to get some shut-eye to restore your vision, but you won't be able to see anything around you or attack. Also, the longer you fall asleep, the closer the dreadful entity gets to you in your nightmare.
Use your plank to fend off the smaller enemies, avoid the square bottomless pits, and get to the end of the level before the enemies (or entity) succeed in your demise.
Controls:
Mouse: Move plank of wood
Mouse click: Attack
Space: Wake up/go to sleep
Credits:
- Concept Art/Narrative Design/Tile Prop Art: Donovan Lambert
- Character Asset Art/Animation/Prop Art/UI Art: Grace Goudge (https://www.artstation.com/gracegoudge9)
- Sound Designer/Composer/Sound Implementation: Thomas James Timusk
- Programmer/Game designer/Project Manager: Isaac
Published | 1 day ago |
Status | Released |
Platforms | Windows, macOS |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Authors | game-fan-I-am, Thomas James, dlambert27, Grace Goudge |
Genre | Survival |
Download
Install instructions
Download and install the windows zip file of the game. Don't provide network permissions for the application as that's only requested from the wwise package and does not impact the gameplay at all.
Comments
Log in with itch.io to leave a comment.
I think there's a lot of potential here, particularly the sleep to restore vision and the entity that creeps up on you while you sleep. This build is pretty rough, though--I got stuck in a wall.
For a game like this, I think the crucial selling point is whether the combat feels good. If you get the combat physics to feel really smooth and polished and fun to use, that's what will hook people.
Thanks for the feedback! We're definitely hoping to polish it up over the next week or so while working on the pitch, and maybe even beyond.
Great to hear--I know just getting it running during the jam is an accomplishment in itself and there usually isn't time for tweaking stuff like how the colliders work.