Apatanat: the benefit of all. by Mike Mihe

Full doodle style hardcore quest!
Our hero is trying to sacrifice himself for the salvation of mankind, but no one understands him!
Once a hundred years comes the time of a bloody harvest. APATANAT. The Dark God at the time absorbs millions of souls to satisfy his eternal hunger. The only alternative way to relieve his hunger is to sacrifice one life. Think about what is more important: your life or many human souls? 😈

...Funny story...

...сomics stripes...

...familiar characters...
This game for logic and exploration of places)
HINTS: - The sacrifice takes place on the initial square when the necessary items are received! - Use "SPACE" To get hint and open inventory.
Good luck, thank's for playing!
Changelog: fixed critical camera bug
Ratings
| Overall | 688th | 3.231⭐ | 41🧑⚖️ |
| Fun | 852th | 2.763⭐ | 42🧑⚖️ |
| Innovation | 741th | 2.872⭐ | 41🧑⚖️ |
| Theme | 453th | 3.563⭐ | 42🧑⚖️ |
| Graphics | 68th | 4.411⭐ | 47🧑⚖️ |
| Humor | 289th | 3.313⭐ | 42🧑⚖️ |
| Mood | 599th | 3.218⭐ | 41🧑⚖️ |
| Given | 44🗳️ | 37🗨️ |
I think the gameplay needs more direction. Music/audio in general would be really helpful - without it, it feels a bit boring. I got stuck out of bounds a couple times, too, requiring a full restart.
I think the gameplay needs more direction. Music/audio in general would be really helpful - without it, it feels a bit boring. I got stuck out of bounds a couple times, too, requiring a full restart.

1) слои

2) не смог выйти обратно при переходе из локации справа, пришлось перезапускать игру.
А так, очень годно! 10 Лебовски из 10.
also i liked the references for example the dude from the big lebowski :-D
The user interface could be improved a whole lot by having button feedback by or at least making it obvious where you are meant to click. The border to the ui elements should be thicker to pop out more as it blends into the world quite alot.
The quest system does not give even a hint as to where to go and as you have made such a good looking, large and detailed world it is hard to find the people.
When you first run the game it isn't obvious that the cloaked person is the player as it looks like all the other characters and isn't hinted at by the game.
The camera moving in a tiled way can make it so you end up in weird places because the borders or the screen don't match with the borders of the scene on the screen.
I find it weird that when you stop moving the player always faces forward as I don't know why you would want to do that.
If you make a game like this in the future fix these issues and it would pair perfectly with your good art.
I know that "fetch quest" is a big part of RPG gameplay. It's not personally my favorite, so I am not exactly the perfect audience for that sort of game.
But even with that disadvantage, it was good enough that I played it through all the way to the end!
Nice job creating a unique entry.
- Be careful with the characters layers, it's easy to fix.
- Maybe when the main character needs to interact with an object needs more feedback: underline the object, make bigger, etc.
- No music? Why?
- Looks too static the game, maybe adding an extra layer with a texture movement (like rain, wind or another effects, improve better the game).
- Next time, don't create a HUGE area to interact, focus only in 2 or 3 screens and improve the animation, graphics and effects.
Overall, it's a good game. Keep it doing games! Congrats! :right_facing_fist_tone2:
Please consider other aspect ratios next time!