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A jam submission

Silent CreeperView game page

A Horror Walking Sim
Submitted by グ・Nitta-yon (@gennitter4) — 4 days, 21 hours before the deadline
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Silent Creeper's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#144.1114.111
Story#193.1113.111
Overall#253.0743.074
Horror#262.7782.778
Creativity#283.2223.222
Theme#313.0003.000
Gameplay#392.2222.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which Theme did you choose?

Technological Menace

How did you implement your chosen Theme into your game?
The gameplay involves interacting with various machines, and features an ending where the player is betrayed by technology.

Did you implement any of the Bonus Challenges and if so, which ones?
Repairs Needed: There's a part in the game where the circuit breaker trips, and the player must locate the breaker box to turn the power back on.

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Comments

Submitted(+1)

Notes from gameplay:

- Nice main menu. Great font for the title! I like the box highlight on mouseover for options

- No sound on main menu?

- Nice music on credits page

- Very retro graphics, fun vibe

- UI is clean and well-made

- The pixelation makes the graphics constantly move at the edges, which quickly becomes distracting

- Nice touch of itch page and discord on computer monitor

- I like being able to turn off the lamp!

- Navigation is easy, fluid and intuitive. I like all the different things I can interact with

- Nice branching dialogue to allow for different player response to how they feel about starting work

- I can talk to the supervisor through the wall (inside break room)

- Placing equipment becomes a bit tedious, maybe have fewer pieces to setup

- Day 2. Hmm, can near the trash and computer screen changes, wonder who that call was with. Not seeing any other changes in the house, but going to watch for them.

- Nice music from radio!

- Picked up a crate before getting a pallet, can't seem to put the crate down anywhere and can't pick up a pallet because I'm holding a crate

- Looks like I have to restart day 2 (edit: found the discard pile second time around)

- Again, tasks for the day seem a bit tedious. Went for an explore midway through, but not much to see. Great little level layout, though! Ominous ambient background noise

- Ooh creepy, someone opened my door during the night?

- Hmm, a cabinet is open!

- Huh, where's Sam? Ah, he's late. All good, bro

- Aww I hope Sam isn't in trouble :(

- OH MAN SUCKY SUPERVISOR TOOK AWAY RADIO D:

- I'm afraid HAL can't stack today, Dave

- Excellent job updating coworker dialog to reflect the evolving plot

- Again, "job" work is too tedious, have to repeat it too many times

- Wonder where my phone went...

- Ooh lights are out in lunch room, spooky!

- Ooh, got all dark when I finished stacking 5!

- Kinda too dark... Hard to see where to go

- I can hit the breaker box from inside the lunch room

- Would be nice if there was a bit more room at the end of the conveyor belt so I can talk to all 3 coworkers by just walking along the rows instead of having to go up and down each belt

- Can't seem to find my phone...

- Aww Sam's car broke

- Uhhhh what serial killer?!

- A different task is nice

- UH OH DOOR UNLOCKED

- EEEE creepy hidden room. Junkie?

- Spooky music

- Bathroom murder!

- Goodnight

- Is this the supervisor? Hal? Sam? Can't tell who this guy is

- Escaped!

- Aww, no option to retry for the other ending

Interesting concept, but I think there is too much emphasis on the repetition of mechanics and not enough groundwork of story hints and hooks to draw us along. I think if you refined the mechanics and made them more varied, and introduced more creepy story stuff along the way, this game could be extended out into something really interesting! The factory itself feels a lot like a red herring, which makes all the time we spent working there feel a bit pointless, while the endings feel very abrupt. More clues around the house would help smooth this out and maybe consider a way to incorporate more at the factory into the end of the story. Overall, great ambience, setting and story - with some work, this could be a great standalone game!

(+1)

This game felt pretty nostalgic and really creepy!

(+1)

Quite good for a Jam Game, with a good arty vibe. I wasn't sure what the horror side of it was(likely because I didn't get far enough in), and on day 3 I picked up a box before I laid down the pallet and that meant I was stuck, as I could not put down the box to pick up the pallet. Game over. An unexpected technological menace?  Well done anyway, especially if a first effort into UE.

Developer (1 edit)

Hi Loucsam. You can actually discard pallets and crates you pick up by mistake by interacting with the pile of broken pallets or crates next to the front door. There's a Continue option in the main menu if you'd like to give it another go. If not, that's cool too! Thanks for giving my game a try 🙂

Submitted(+1)

That was a really good effort, great creepy atmosphere, interesting presentation, loved how each day little things changed in the house to show something was going on!  It was really all well put together except... The box stacking... Once was enough, three times was too many. It felt as horrible as actual pick packing in real life! 

Also when the factory lights go out it was near impossible to see where to go.. Maybe just have glow in the dark exit signs above the doors or something?  

Just please don't take my criticism too bad this was really well done and if you just replaced the second and third box stacking days you would have an amazing little indie game!  

Submitted(+1)

It looks cool and the task system and continue function are really good However I was stacking boxes on day 2 and really couldn't see where it was going. I know warehouse work to well to enjoy simulating it.

With a more horror themed direction I can see something cool.