Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DarilJ

81
Posts
13
Topics
15
Followers
23
Following
A member registered Sep 18, 2023 · View creator page →

Creator of

Recent community posts

🌀 From Medical Experiment to Psychological Horror: The Steam Cabinet in Echoes of Madness

Did you know that in the 1950s, psychiatric patients were subjected to steam cabinet therapy, enduring temperatures of up to 60°C (140°F) for 45 minutes? Originally intended to "calm" them, it often resulted in exhaustion, dehydration, and distress—a cruel method disguised as treatment.

Would you endure the horrors of an asylum where reality and delusion blur? Or would you succumb to the madness within?

🗨️ What do you think of horror games that draw from real psychiatric history? Let’s discuss!


Play our Beta clicking in the link below:

https://teamkrakenhunters.itch.io/flashes-of-madness


If you wanna join our community on discord, here is the link:

https://discord.gg/PpeujKYugJ



Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hello!

I'm a commercial agent from Long Tom and I'm impressed with your horror game! We at Long Tom help indie developers boost their game's reach and sales, especially usint youtuber in the Brazilian market. How about we discuss some marketing strategies to boost your sales? I'm here to help!

Hey guys, if you are reading this topic, please, play our game and give us your feedback (techinical or not). We are proud to be an Indit Game Studio and listen feedback is for sure our best chance do build our game connected with the players expectations.

thank you buddy

I want to generate traffic in my page from this two markets, but I want to set the price for this two markets strategically, how can I set up different prices (maybe with a secondary page translated to portuguese)?

Ok crynuswo, I totally understand, the money prize is not the most important thing to my team. Compete and get feedback about our work is the most imporant thing for sure.

I needed to submit the game with my studio's account (Team Kraken Hunters), you will see that this account just joined to the event and submitted the project.

About the competition, it is possible we compete normally to get positions in the ranking and just be punished about the money prize? because I really want to know how competitive my game will be against the other ones.

Hi guys, unfortunately during the production of the game we ended up going in another direction, the game became a survival horror that takes place in a mental hospital from the 1950s.

The game is great, but it is not aligned with the game jam theme, should I submit it anyway or do you consider it more appropriate to withdraw from the event?

itch.io Community » itch.io » Ideas & Feedback · Created a new topic Rankings

I believe that for marketing purposes should be very nice have a ranking for best rated games, best sellers and best engagement. If you guys link it with a really good system to help game marketers to track their results, like a short link generator to our itch pages, that can be used to track the effectiveness of different campaigns, Itch can really be a better option to indie developers than early access on Steam and a really good platform to test our marketing strategies.

Hello, Itch community!

We’re excited to announce that our first-person horror game has officially entered the Alpha phase! Our latest build, Alpha 1.0, brings major updates and improvements from the prototype, and we’d love for you to dive in and let us know what you think.

What’s New in Alpha 1.0:

  • Player Controller: Flashlight-based mechanics with a battery system for resource management.
  • Enemy AI: Two distinct enemy types with multi-state AI to heighten the horror.
  • Interaction Systems: Door and object interactions that respond to player actions.
  • UI Improvements: Tutorial prompts and battery indicators for a smoother experience.
  • Audio Integration: FMOD-powered dynamic sounds and background music for an immersive atmosphere.
  • Lore Elements: Scattered medical reports and documents to uncover the story.
  • Level Design: Two new areas—Reception and Infirmary—each packed with tension and story.
  • Visual Effects: Shader Graph effects, custom lighting, and atmospheric post-processing.

If you’re interested in trying it out, follow the link below to download Alpha 1.0. After playing, please leave your feedback here or in the comments on our game page. Your insights are invaluable as we continue to refine the experience!

🔗 Play Alpha 1.0 on Itch

Thank you for your support, and we can’t wait to hear what you think! 👾💀


I an very proud about the game we are making. We are getting a lot of good feedbacks now and it is only a prototype so far, I am sure the final version will be amazing.

Happy to be part of this amazing project, the feedbacks are being amazing.

(1 edit)

Hello everybody,

It took six weeks of teamwork, a lot of dialogue, play tests, and dedication to complete our latest project, Devil's Office. I feel that this project represents how much we have matured together and how we are delivering increasingly better, more complex, and authentic games.

As the project manager, I feel obligated to recognize each of my teammates individually. The pride I feel in each of you is immeasurable.

Renèe Pollet Pollet, you have a powerful mind that can quickly transform our plans into well-organized and functional codes. You are always available to help anyone, and your contributions to the project are invaluable.

Musse Hidru, I admire you for being so young and responsible. You have contributed significantly to the project with your programming work, and your critical eye for UI/UX design has helped us raise the level of our games.

Congratulations, Autumn McClinchey! You are the first girl on the team, and you have demonstrated excellent commitment to the project. Your ability to produce art in different forms, such as 3D modeling, animation, and UI design, is commendable.

Leonardo Baldicera, we all know that you are a level design genius. Your hard work has delivered the most immersive levels possible, and you have done an excellent job.

Special thanks to Sean Lynch and Megan Theam, who continue to guide us and lead our learning with lots of love. With joy today we no longer consider them just teachers, but also our FRIENDS.

I invite you to play our game at the link below. It is an academic work, but it is still a game rich in systems, art, and fun.

https://darilj.itch.io/devils-office


If you have LinkedIn, follow us there for we be more closer:

https://www.linkedin.com/company/team-kraken-hunters/

I liked your endless runner game buddy, the main menu screen is also beautiful and it is working properly.

Hello everyone,

In this update, we will talk about how we are managing our project, including our planning process, execution progress, expected delivery date and the submission we sent to a game jam.

Our project manager, Daril Camilo, is passionate and has been using monday.com as our task management tool. In the image below, you can see one of the widgets he created to track our progress.

We are working in one-week sprints, with each sprint determining the deliverables for the next week. We update task priorities, add new ones if necessary, and align ourselves based on what didn't work well in the previous sprint.

Our project plan included dedicating the first 2 sprints to the game's functionalities, systems and basic graphical resources. In the final sprints, we focused on optimizing the gameplay and refining the game's aesthetics.

Following this plan, we delivered a 100% functional version to the Game Dev Field Guide (a Game Jam we signed up for) last weekend. However, we still have a lot of aesthetically important content to implement.

We are now in the final sprint and plan to deliver the perfectly polished project next Tuesday.

Thank you for reading, and we will keep you updated with our progress.


Please, don't forget to follow us on our LinkedIn page:

https://www.linkedin.com/company/team-kraken-hunters/

And keep looking our game here on Itch:

https://darilj.itch.io/devils-office


Thank you buddy, in really we did not have enough time to finish the project, the version you played is not the final one. But I will use your feedbacks on the improvements we will do this week.

Congrats buddy! this was a really nice and hard game to play.

Congrats buddy, your game is really nice.


I really had a good challenge with your day/night system and it's puzzles

Congrats buddy,


Your game is the best one I played on this game jam so far. really good job.


I loved the core system, works like an Simple RTS mixed with chess. Really interesting.



Hey guys,


Congrats for the game I liked the points system and also the bad egg attacks




Hello buddy,

Congrats for the game.

I played a bunch of times for score it being fair.

The game start to be interesting when you zoom out and understand how large the level is. Was interesting to avoid the cops and search for good victims to get more lives.

You did a good job here. congrats buddy.

If is possible, give a look in my game as well! your feedback will be precious.

Hello everyone,

Today's post will be more technical, and it's an excellent opportunity for us to discuss good project management practices. At Devil's Office, Daril Camilo worked as a Project Manager and a Sound Designer. In his second role, he was responsible for creating all of the sound assets.

However, the job didn't end when he completed his tasks. In a project, it's important to connect the team's deliveries so that they can work together. In our case, Daril created the assets, and Musse Hidru worked on the sound system. It was crucial that their deliveries worked well during gameplay.

To ensure high efficiency, Daril created a document called the Sounds Table, which is part of our Project Playbook. Its goal is to be a reference on where the sounds are located in the project and what triggers activate them. These are critical features for Musse's work.

By using this document, we can ensure that our sound system works correctly, Musse doesn't get confused during execution, and we don't waste time with rework. In the end, this document is one more good practice that we can apply to our future projects.


Please, don't forget to follow us on our LinkedIn page:

https://www.linkedin.com/company/team-kraken-hunters/

And keep looking our game here on Itch:

https://darilj.itch.io/devils-office

Tomorrow, we will be delivering our Beta version to Master Sean Lynch for evaluation and validation. Sean requested a better version of our prototype playable like the first one but with the systems implemented in a deeper way. This will allow him to better understand the basic concept of the game, which is based on competition between multiple players. To fulfill Sean's request, our project manager Daril Camilo prioritized tasks that optimized systems related to the game's core, which is the scoring system. Therefore, our programmers Renèe Pollet and Musse Hidru focused on the PVP system and task system, while our level designer Leonardo Baldicera created the logic for building levels that enhance competition between players. Our artist, Autumn McClinchey has delivered animations and the first UI elements, which aesthetically strengthen the game's identity. If you want to receive the link to play the updated build on our Itch page, just send a message here in the post or privately. You will be able to play the updated build from tomorrow.

If you want to follow our project and stay closer than our team, follow us on Linkedin:

https://www.linkedin.com/company/team-kraken-hunters/

Here on Itch you can follow this project through the link below:

https://darilj.itch.io/devils-office


Tomorrow, we will be delivering our Beta version to Master Sean Lynch for evaluation and validation. Sean requested a better version of our prototype playable like the first one but with the systems implemented in a deeper way. This will allow him to better understand the basic concept of the game, which is based on competition between multiple players.

To fulfill Sean's request, our project manager Daril Camilo prioritized tasks that optimized systems related to the game's core, which is the scoring system. Therefore, our programmers Renèe Pollet and Musse Hidru focused on the PVP system and task system, while our level designer Leonardo Baldicera created the logic for building levels that enhance competition between players.

Our artist, Autumn McClinchey has delivered animations and the first UI elements, which aesthetically strengthen the game's identity.

If you want to receive the link to play the updated build on our Itch page, just send a message here in the post or privately. You will be able to play the updated build from tomorrow.

If you want to follow our project and stay closer than our team, follow us on Linkedin:

https://www.linkedin.com/company/team-kraken-hunters/

Here on Itch you can follow this project through the link below:

https://darilj.itch.io/devils-office


We delivered the beta version of our game today and ran the first playtest. Our team members, Daril Camilo and Leonardo Baldicera tested the game in the morning and identified a few issues during the gameplay. Here are the main points: 

 1. We found a bug where the NPC collider remained on the scene even after the NPC's death;

2. We realized that the points the player receives when killing another player are too high. This can lead to the player who caused the first death running away for the rest of the match and doing some tasks to guarantee victory;

3. The beta version level was constructed in a way that allowed players to easily identify their opponent's location. This issue is prompting us to test labyrinthine levels or levels with multiple identical rooms.

Towards the end of the day, we conducted another playtest after making some changes to the level. The final gameplay was enjoyable, and challenging, and gave us the motivation to work on implementing our plans for the alpha version. If you're interested in testing our game, it's available on our itch page at the link below:

https://darilj.itch.io/devils-office

(1 edit)

We delivered the beta version of our game today and ran the first playtest. Our team members, Daril Camilo and Leonardo Baldicera tested the game in the morning and identified a few issues during the gameplay. Here are the main points: 

 1. We found a bug where the NPC collider remained on the scene even after the NPC's death;

2. We realized that the points the player receives when killing another player are too high. This can lead to the player who caused the first death running away for the rest of the match and doing some tasks to guarantee victory;

3. The beta version level was constructed in a way that allowed players to easily identify their opponent's location. This issue is prompting us to test labyrinthine levels or levels with multiple identical rooms.

Towards the end of the day, we conducted another playtest after making some changes to the level. The final gameplay was enjoyable, and challenging, and gave us the motivation to work on implementing our plans for the alpha version. If you're interested in testing our game, it's available on our itch page at the link below:


https://darilj.itch.io/devils-office

This is a consistent prototype!


I know the art is pretty simple, but you used a lot of game design concepts and the game is working properly.


Congrats buddy.

Man, congrats for your attempt, naturally I understand you worked with your sister, and you guys certainly are on the begin of your journey as a game devs.

You should to be proud of yourself, you create a level, did the player controller, the range attack and some animations. Keep studying and making games, soon you will have some products much more complex than this one.