Homunculus by Iluvatar
As a prominent student of Halnemburk University, you are invited to your professor's laboratory to witness the biggest scientific breakthrough in history. Professor Gragmagor is about to harvest his work he has been growing for years...
- Short steampunk point & click adventure game
PLAY HERE IN BROWSER (ALT + ENTER to fullscreen)
OR
DOWNLOAD: https://digital-mosaic-games.itch.io/homunculus
Game by David Brocek (https://twitter.com/DavidBrocek)
Music and Sound by Daniel Kobylarz (https://twitter.com/danielkobylarz)
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| Link | https://digital-mosaic-games.itch.io/homunculus |
| Original URL | https://ldjam.com/events/ludum-dare/52/homunculus |
Ratings
| Overall | 139th | 3.909⭐ | 123🧑⚖️ |
| Fun | 429th | 3.344⭐ | 124🧑⚖️ |
| Innovation | 522th | 3.112⭐ | 123🧑⚖️ |
| Theme | 663th | 3.186⭐ | 120🧑⚖️ |
| Graphics | 24th | 4.56⭐ | 126🧑⚖️ |
| Audio | 79th | 3.942⭐ | 123🧑⚖️ |
| Humor | 265th | 3.257⭐ | 115🧑⚖️ |
| Mood | 44th | 4.186⭐ | 123🧑⚖️ |
| Given | 31🗳️ | 64🗨️ |
This is a great entry, although a short game, it has almost everything in it. I would recommend this to show to students of Game Design and other types of education/training ... It shows how Media, Gameplay(Programming) and Narrativedesign can work well together.
MEDIA:
The Pixel Art is on-point, showing a good sense of lighting, mindfull color usage, following a consistent style is more important than flashy effects. Maybe there should have been a highlight on the students face, but we are talking about 2 or 3 Pixels ...
There are fitting soundeffects & Characters talk in a mumblespeak so you can recognize who is speaking without being disturbed reading the text.
GAMEPLAY:
Yet again your game hold up a good standard with it's dialog system & point&click typical mechanics of finding and using small items... Having a crafting sequenze is a highlight in the game.
The only weak part of it is how short this game is, but it is a great vertical slize ... that makes one wonder how a fully fledged out or a hour long version (made in an extra at Ludum Dare) would be.
NARRATIVE:
The Setting is a kind a surprise - or better said a well made subversion of my expectation - initially looking like modern day or a couple decades ago - there is some lore that this is not our world.
Homunculus' story is told well paced, with no need of an intro, but in gameplay, starting with a dialoue that leads to a couple of tasks ending with a sequence holding a surprise at the end - as expected ;D
:dvd: :dvd: :dvd: :dvd: :dvd:
I know the "game is too short" is probably the most used sentence in every single of my Jams. I wish I could make it longer, but time is scarse. I use majority of time doing graphics and programming and game design and length is not so well polished.
Shoutout to the voice acting! ^^
One drawback for me - fitting it to the "harvest" theme felt sort of forced, but I appreciate out-of-the box thinking
No seriously, first of all I make Point and click games, which is very easy to make. I also use AGS engine which is also very easy to use. So I save a lot of time on coding which I can invest into making art :)
By the way, talking about lessons, I happen to run art/pixel art courses. I teach both kids and adults, beginners and intermediate artists. It you are interested just hit me up on my e-mail brocekdavid@gmail.com and we can discuss this further :)
No, I have online courses, with realtime conversation and workflow. It's more like an online class. But designed to help your needs. For example, if you want to learn how to make a top down RPG style graphics, we won't waste time by me explaining to you how to set up side scrolling paralax effect for example.
Anyways Graphics, Sfx, music are all top notch. Loved it.
Instead of highlighted cursor I used the word appearing at the bottom of the screen. So it shows you what you are hovering over. But you are right, for better visual response I should have used highlighted cursor as well.
Love the art style and the mood set by the game.
Thanks for the game !
Maybe not that fan of the voices, but nontheless, amazing work !
Brilliant.
I can easily imagine this being a longer full-blown title, though I I'm not sure what way the narrative could be expanded on.
Splendid work all around!
Glad to see that im not the only one looking for different endings ;)
5/5
In terms of gameplay there wasn't all that much and if my previous games are any indication I get the feeling that you spent a long time setting up the "system" for dialogues, items, etc rather than using it. A possible improvement to make would be to highlight interactible items. There wasn't really a point where I was pixel hunting, but I could see how the "lever" could be easily missed, for example.
One thing I wished I could do was to create the other potions in the alchemy book. The game allowed me to pour the ingredients into the vial, but then I couldn't light the torch -- of course I had to "reset" the potion by adding another incorrect ingredient and only make the correct one.
Good job!
But I guess it feels more on point to think that something created by a human is scary. Like Frankenstein's monster for example.
Looks really nice though:)
Beautiful work!
I loved the art style and the voices. It's very moody. For some reason the cute and humorous looking art style combined with the very dark themes, music and ending, just made it more unsettling :D
Great job guys
- Graphics are well done, good job here!
- Game start is too long. I almost dropped the game on the first 15 dialogs. I came here not to read, but to play.
- Thanks for the option to skip dialogs quickly!
- Texts are not very well written, there are some typos and texts are written by not native, probably (which is totally ok for a jam, just an observation)
- I dropped playing right after I stuck on the first screen. I got the book and... that's it. I don't know what the game wants from me, and it's pretty frustrating. This is the problem of old quests, so you may say that the design is old. Some hints would be nice.
- Embedded version on this page doesn't load (it says Downloading all the time for me), so I had to open WebGL version on itch.
### Where I stuck:

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### Some suggestions:
- Don't make player read a million dialogues in the first minutes of the game. Let us play.
- Show the main mechanics (at least some hint would be nice) – like drag and drop stuff, maybe some hint arrows for the first actions in the game.
- Add let's play on YouTube for those who couldn't complete the game and even advance after room 1, so we could watch the gameplay and content even if we didn't get the controls.
- Add link to itch in Links section (you have only Windows one there)
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Screenshot 2 and 3 are very well done! Again – graphics are really nice!
not too long not too short, a certain variety of gameplay, fantastic atmosphere given by the graphics, the music and the writing of the dialogues! Very good work!
I thought the chemistry puzzle would have the shape of the flask be part of the solution, but it still did a good job of drawing me into the scene. While it may have just been a limitation due to the time constraint of the jam, it reminded me of how Powerhoof uses "non-puzzles" in their point-n-clicks (certainly beats old-school nigh-impossible to solve puzzles!):
https://youtu.be/mivFQB7DAmI?t=311
I think this is one of those situations when creator intended something else than user expected.
1) First of all I wanted to make three endings, but actually only one of them were supposed to be related to the alchemy puzzle. So still, there would be just one puzzle... because...
2) ...because the three recipes in the book indicate that the book is actually a lexicon of alchemy knowledge, trying to feel more realistic, rather than just a one-recipe-book. So the other recipes were there to basically divide your attention. To look more into the book like "Hey, there are three recipes...A-ha! It must be this one, because it says potent life, and the professor was talking about a life potency elixir."
So it was something like if you are in college and professor tells you "go to the library and find out how to fix this computer." So you go to the library, you go through bunch of books and chapters until you find the correct information. It's not like there is one book with one page saying "THIS IS HOW YOU FIX THE COMPUTER."
So that was my idea behind it. Now I see that more people had a different understanding of what I intended, so that's why I'm happy for this feedback because it makes me realize that I could have done something better.
I had a few relatively minor issues:
1) Would be nice to get a better "fail" interaction when you do something wrong (even just "I can't use the gear there"). In many cases even if I was holding an object, the interaction just gave the same interaction as clicking on the thing without the object which felt a bit buggy.
2) It was often not clear where the actual mouse pointer position was when I was holding items (since there was nothing pointing towards a specific pixel position), so it felt a bit uncomfortable trying to find the correct place to hold it. Maybe if there was always a small pointer next to the object or something similar? [or maybe if the object itself was highlighted when you were pointing it]
3) The potion book page was super confusing since it has three different arrows (one to go to the next page, one to go back to the table, and one to go back to the room), and I kept clicking the wrong ones.
Anyway, really cool game, thank you for making it!
This is way better than I would expect anyone to be able to do an adventure game in 3 days, amazing, the art, writing, and audio were all fantastic, I only wish it could have been longer, but really I just don't think it would have been possible to do anymore in 3 days, its just great!
I love old fashion p'n'c games, so you started with a solid bonus, but the story - as short as it is - the dialogs, and the little alchemy gameplays make this game very pleasant to me, well done!
I adore your pixel art, really great :D
Personally, I'd have added a few hints of what to try when you click things (like clicking the lever could say you need a gear to fix it, etc) to push people in the right direction (especially for a LD game where a lot of players wouldn't be familiar with the genre). But I got to the end pretty easily. Made more sense after reading that you intended to add more, it felt like there was more I should have done, to continue to do more potions from the book. But it's plenty for a jam game!
Anyway, congrats on the game!
I hoped there would have been more to play, now it was mostly speaking. But I understand that the lot of time for so small of a team went to making music, animations and writing the story.
Ending was still good (or was it bad ending :D)
Only one thing - I thought the game is for windows only so I almost didn't play it :) I'm just not used to LD page embedding yet, I guess.. You could add HTML5 link below the windows link, though! :) I can see now that it's written in description but... ehm.. yeah, it's my fault :) Anyway, I'm glad I have noticed it, I had good time playing the game!