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Nice approach! Like the FNAF design model, you really have a good gameplay loop of setting different routines and behaviours for the different masks. Seeing them peek out of the corner of the crank menu is good design. The cues make sense, but the responses take a little figuring out. I think there's a bunch you can do with this idea. 

Thanks for submitting Faceless Face Off to the jam!

Um. This response sound kinda AI generated. I mean "Seeing them peek out of the corner of the crank menu is good design", like WTH idoes that even mean XD. Anyway, have a nice day!

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You can see the masks peek out from behind the menu you're using when winding the crank, which is where the awkward term "crank menu" comes from. I found that cool. On AI, writing a hundred of these comments, you're bound to get a little generic in tone eventually. 

Makes sense.  Sorry for the AI accusations, but I found the response sounding quite silly. Thank you for checking out my game.

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No problem at all! For the sentence 'The cues make sense...', I understand that was not explained very well - it means the game page made it very clear that each mask had cues or prompts for players to do something, but took a moment to figure out how exactly to respond. This genre of game is always a pleasure. Anytime and hope you enjoyed making a game for the jam :)