chilling
Griffin Raynor
Creator of
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This forum is for any feedback and concerns on accessibility, as well as a reminder to try and make your entries accessible for other participants!
I have tried to make the Jam Page easily readable and attractive, but I'm new to this and different things work for different people. Please let me know via this thread if there are any issues with reading or loading the jam page, and if possible tell me where the issues come from and how to fix it! I will try to keep up with it as the jam goes on.
There are no rules or requirements for how your submissions are formatted for this jam - there's only two rules in general, and it's impossible to make rules for every medium and meeting every need. But please keep accessibility in mind when creating and submitting. Some tips:
- break up big chunks of text
- use broadly readable fonts, typefaces, and formatting
- use contrast and color to make sure text and images are visible
- use previews to check how the product will look on screens, printed, etc
Feel free to use this thread to troubleshoot or ask questions about how to format things.
Thanks and have fun!
This was super fun! The first level was a little confusing but overall the puzzles were very satisfying and the levels got even better as it went on. I especially love the mice level, the environment was very fun, the puzzles were great, and the fountain sound effect was such a soothing background. I really enjoyed No One and I love how the objects just float as they appear. Really great art, fun puzzles, and well done hints, 10/10 all around!
This was incredibly sweet and heartfelt! I went straight for the romance ending because Lemon is cute as fuck. Mars is such a sweet POV character too, I adore him and his design.
I did get one bug where the joke about the 'human whining' and Lemon's response to it were repeated once before moving on, and I also got the number popup that someone else mentioned. Other than that I didn't see any issues in my route.
Overall very cute and sweet, and a nice vent piece about the pandemic, depression, grief, and loneliness with a very gentle ending.
I saw that this game was going down soon and rushed over to play it! This was a really interesting experience. I feel like in a way more questions were raised than answered. All the dialogue was very intriguing, and the chat system is so innovative. I love the amount of character packed into this conversation, especially for Manuel. The aesthetic is really good as well - amazing pixel art and animation, gorgeous background, and great music.
I'm curious if there's anything in the game that people don't seem to have to discovered?
I had so much fun with this! The art is really cool and the dialogue was so funny. The MC trying to talk to the other kitchen workers was particularly memorable.
Hendrik and Talaiporia are just... Incredible. Very silly and sweet with great characterization. I really enjoyed talking to them and seeing all the different conversation options. I also enjoyed the brief bits of conversation between just the two of them when coming back to the table - their banter is so fun. I think my favorite ending is actually the 'bad idea' ending - the shift in that one is just so dramatic and fun.
Overall this game feels so unique and thought out and was clearly made with lots of love and offbeat interests. I enjoyed the experience of a light-hearted romance with gore and horror elements a lot! And I love a woman(ish) with too many eyes.
Thank you, that's very kind!
I'd definitely like to expand this! I had no real set plan for the story, but I enjoyed writing what I've done so far and I'm pleasantly surprised that people like it! I'll probably clean up the demo soon and then work on expanding it into a full game, so keep an eye out! :D
Thanks for the comment! I appreciate your feedback - though I would point out that the demo is labelled as unfinished, so that's why the story barely starts! I was bumping up against the deadline and realized I need to give each path a temporary resolution so there wasn't just a bunch of broken paths. It's a wonky way of doing a demo but it was either that or not submit, lol.
And absolutely, the plot will find the player one way or another! The Idea, as much as there was one, was that if the MC does go to class, they'll get a text about the 'prank' in the quad and be roped into it then, or something along that line. My only plan was 'you're at college, and there are ghosts' so how exactly that unfolds is yet to be seen.
I just spent about two hours playing this game over and over until I got the true ending. It is absolutely fascinating and so lovingly crafted! I ADORE time loops, meta narratives, and stories that change over time, and this was not only right up my alley but exactly the kind of thing I look for in those stories. So many looping narratives are still limited, giving you only a few building variations, and those are still often fantastic, but this game just kept building on itself until it reached a satisfying conclusion that truly felt like it encompassed all those individual experiences. I loved how the game shifted as you completed enough of the endings, how more and more was revealed in each loop, how the story swapped between the two characters to give them both unique perspectives, how your understanding of the characters evolves over time.. and after all that, I still have a bunch of endings along the way to go back and find.
Everything about this project was gorgeous, from the art to the writing to the music and the mechanics. It was a joy to play and I'd love to come back sometime and see what else it has in store!
This was so fun! Very cute, funny, and a little unsettling. I felt very tense at first expecting the door to open or something but once the dog showed up I couldn't stop grinning. The shifts in music are very effective and I really liked the major art shift towards the very end. Absolutely charming little game and now I want tea.
This concept is really interesting and it was fun to play, but when using the phone it's almost impossible to read the dialogue in time without the timer running down. I know the whole thing is supposed to be in real time to add to urgency, but not being able to read the exposition and narration in time makes it frustrating. The writing is interesting, though, and the time mechanic is a very cool idea!
I've played this twice now and I really like it! It's such a simple, easy to use system that leaves a lot of room for creativity, and the type of prompts give lends to really good storytelling. It's also just super fun and convenient to pick up and play for a few minutes.
I actually really enjoy the time constraint and letting it dictate my writing. It adds a sense of urgency and eliminates overthinking and it's just (chef's kiss). Perfect for the adventurer who doesn't always have time or energy to play longer games.
ahhhhhhh this was properly scary. It actually gave me juuust enough real anxiety I thought I might have to quit, but the pace of the game had a way of giving me breaks to calm down so I didn't have to, so kudos for that! I played on normal difficulty the first run and the respiration 'scare' actually helped me reign in my breathing.
I think what I enjoyed most were those words and answer choices, whether it was a proper scare or just a definition that was way too on point. And really almost all the words seemed significant and carefully chosen - I love those layers of subtlety. I also really enjoyed the extra lore on the 'hard' difficulty, and the looping nature of the game.
I will say that I felt the 'final' ending was a bit too ambiguous, in a way? I thought I'd failed again because I wasn't able to turn off the phone, and then the doorbell rang and there seemed to be no one there, which is what also happened in the bad ending. After reading the comments it looks like the phone turned off without my input, and I did get the 'final ending' screen, but it was pretty confusing. Overall though this was a great atmospheric game, extremely unsettling and clever, and perfect for Halloween Eve!
Hey, I can't figure out how to play this? Half the time as soon as I press enter it immediately goes to the 'game over' screen and says 'you're dead.' Even when I get past that the objective is unclear and I only have a few seconds to run around trying to figure out how to close the vents before I die again. I'm playing the browser version if that helps.
EEeeeeeeeeee the cuteness. I had myself locked in a loop for a while because I kept choosing the 'safe' options that I'd already chosen even though I had more unlocked, until I realized that a) that was preventing me from progressing and b) Zoe is sweet and understanding whatever you say, as long as you're trying. This was just really sweet and it felt so worth it when I was able to tell her my feelings at the end. The happy fluffy feels are so good <3 <3
This is so sweet and so well done! I love the scheme of additional/alternate text behind some of the narration, and the character's are really strong. And I have to commend you for including that fourth option, because as soon as I thought about what route I wanted to go for I realized it was none of the offered ones. The 'witch' ending is beautiful and so worth it.
I uh, should've read the warnings before I started, lol!
This game was really cool! The concept and design were really nice, and as a person with depression (as well as anxiety and dysphoria, woo!) it felt very real and relatable. The frustration and disgust in particular is 100% accurate to my experience. And I appreciate the message at the end.
That said, I do think the positive message is slightly overshadowed by the jumpscare and scary movie vibes right after the player admits their depression. That moment is what took me aback and while I liked it, I feel like leaning so heavily on the 'depression is scarier than any boogie man monster' concept is counter-productive for some if you're trying to send an encouraging message. I definitely felt more anxious about the in-game scary thing at that moment than the real life reminder the game was trying to give me. Also, the prompt to get dressed on day two feels kinda broken? I understand they're supposed to be way harder, but every other prompt on day two was either doable or, once failed, still progressed the dialogue. I had to try to get dressed 10+ times before it worked.
Overall though, this was really cool. I love the art style, the cat, the gradual shift in colors as you fail activities on day two, the self-talk loop... this is a very intimate portrayal of mental illness that I think will make people who struggle with it feel seen and people who don't have a slightly better understanding of it. And as a horror fan, I'm enjoying the trend of people sympathetically incorporating mental illness into the genre to explore and vent those issues. Thanks for sharing this!
This was really fun! I felt validated when I got to the twist cause I guessed pretty quickly that she was going to have me cut my finger off. I enjoyed the absurdly peppy tone of that route where she acted like this gruesome thing was totally normal. What pleasantly surprised me though was when I retried and realized I could stab her rather than just refuse - that was a cool option to include! Her monologue about how I should've been a good employee was the icing on the cake. Overall a really cute, creepy, funny game!