Blockage by Dis0rder
Find the source of your strange symptoms.
Atmospheric exploration with a lite action element.
Features stylised cutscenes and moody music.
Space/Enter/Z/X - ACTION
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Made for JAM 72h
* @Dis0rder - Code, Design, Music, SFX*
* @Ankea - Art, SFX, Design*
| Link | https://dis0rder.itch.io/blockage |
| .EXE | https://dis0rder.itch.io/blockage |
| Original URL | https://ldjam.com/events/ludum-dare/50/blockage |
Ratings
| Given | 28🗳️ | 20🗨️ |








Blind playthrough: https://youtu.be/oRwvv8dGHm8
Sorry for the music cutting out in the ending, I had to pause recording for a while and it ended while I was away.
Game is a bit.. missing enemies I would say

I'd love to see more super original games like that, the LD is the perfect event to try this kind of thing.
Strenghts:
- Fantastic art and great soundtrack
- The intro and the outro are top-class
- I had great fun exploring the network of cells, finding the power ups and making sense of the objective without having to be told what to do
Possible improvements:
- Some boundaries between cells seem a bit janky, resulting in difficult movement
Fantastic work!
Though, it's kinda unclear what to do at first until I found the weapon.
I have completed it BTW and it was fun.
Very effective use of A/V elements to set mood.
Maybe the gameplay itself stands a bit behind the other aspects, but after all, it shouldn't be taken into account as the individual element, but as the full experience it helps to build up.
https://youtu.be/7bpS9mbzmSM?t=5264
Creepy artwork, great music, really sets up the atmosphere heh
Obviously, I love the graphics and the music of the game. The presentation is absolutely stellar, and the part that stands out the most. I think the general narrative was a nice setup as well. The confusion and unnerving dialogue helps add to the bizarre nature to the game. I genuinely liked how most things weren't really explained, with one exception (more on that later.) It added to the mystery.
As for the gameplay...it felt...minimal? I don't know if the intent was to create a more narrative or aesthetic game, but the low stakes in the gameplay felt off-place. Based on the gameplay, I expected either a more exploration game, where either there are a lot of strange landmarks, and/or cinematics/narrative play between checkpoints. I sort of came back disappointed when both were, while good, a bit short and left me wanting for more.
I also didn't figure out that I could fire with the space bar when obtaining the power-up. It would have been nice if a short tutorial was provided for that.
In summary, I could easily see this game displayed in the museum, and I'd love to see more of these kind of wacky experiments. I would have liked the gameplay to either have higher stakes/higher action, or really lean in the exploratory nature by creating wackier and stranger landmarks to see, and maybe perhaps some strange cinematics to further confuse the player.