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DoubleRoom Games

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A member registered Sep 17, 2022 · View creator page →

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Thanks! I've just released alpha 0.22 where I implemented some of the things from the feedback we got at the convo.

Thank you.  I guess i was too worried about players understanding the gameplay and the actions they can do, so it's essentially just a compilation of tutorial levels.

Oh, sentient NPCs, my biggest irrational fear.

That feeling when you're working on a game, it's 2AM, the only sound you hear is the computer fan, and suddenly you see something that looks out of the place in the corner of your eye.

I once jumpscared myself in the editor. I was working on something on one side of a map, and then i saw two glowing eyes starring at me through a door frame. Turns out it was a car with lit headlights i added to the other side of the map a day prior.

I can't for the love of god get ending 2.

Please don't tell me the condition is that the player finishes it without help...

The wheatfield scene was pure horror, i was frantically looking around, looking out for a combine harvester, but there was nothing there...

I'm calling the wholesome police

(1 edit)

I don't care if it serves no mechanical purpose, but every game involving dogs should have a dedicated bark button. Also the music is neat.

Very Twin Peaks, loved the twist ending.

What a twist!

Also I found out that I'm bad at counting change...

Reminds of Stubbs the Zombie, good stuff.

Were you going for a pixelated look?
You can setup point filtering on the texture assets  in Unity, that way you can get those sweet crispy pixels:


Interesting concept, I enjoyed trying to stay on the screen while staying out of the vision of the guard.
Are you planning on continuing this? Also, it seems that the controls are relative to the camera view, personally i find that a bit disorienting but perhaps that was the point.

Interesting concept and cozy graphics. However, i find the misile to be a slow to steer (but maybe that's a framerate issue), especially when zombies are in the bottom right part of the screen. Maybe you could add a speed boost, at the cost of fuel/explosion strength.

Thanks, i'm very happy with how the jam effect turned out.

As for the theme, you're a henchman that must not catch the spy.
At first we tried to add a spy in the levels, who would act like a terrible stealth-game player, and you would have to go out of your way to pretend that you do not see them while completing the tasks. Sadly the AI just did not work out, and the only thing that was kept from this was the gag in the final level.

Thank you for playing!