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A member registered Mar 21, 2021 · View creator page →

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This is actually super fun concept. Building process was super, while bit hard to initially fully grasp how all the stats will work in, it was just exiting to see the result for whatever twist of nature you created. And the actual battle part was great too. My first playthrough was a travesty, none of my monsters could basically attack or died from one hit, but that is on me for being a bad builder, but it was comedic to realize how cruel an existence for some monsters can be. Second time went better. The only thing I wished was little clearer indicators of how many things you can do in your turn, whose turn its going to be next and things like that, but I'd not say those hindered my experience. After all, I didn't mind just messing about when the graphics and music was so good. So great work here!  

The first impressions were great, movement was fast and smooth, the shooting responsive and fun, meelee a nice touch. The endless wave system is also just generally fun to play at times, just mind off and kill hordes of enemies. After 10th wave I did notice that some movement aspect was a bit too floaty, it was really hard to gain momentum to change direction especially after colliding with something, enemy or a wall. Meelee felt super hard to use, as in it felt it should have hit further but the distance was too limited for it to be viable. Not to say these can't be design choices you make, but something I noted that I found myself wishing I could use the sword more or be able to control better in air (as I was quite often just jumping around). But nevertheless, I had great deal of fun, it was nice mindless time where I could just gun and run around, and nothing was more fun than to rabid fire with shotgun like +100 pumpkins at an instant. It would always be cool to see more variety and stuff, but for 1 week game jam this is plenty. Great work on this!

Not to be the one condoning grave robbing but good for Granny, I'm happy for her and her new bf. 
This was fun game lmao, didn't expect to play it multiple times just to see different results, but there I was, murdering away to build the perfect body. Good stuff, good work!

That's 100% reasonable, like in the end it's your game and your choice how you want the mechanics to go ^^ I just happened to find it weird at first, but in the end quickly got used to it and started to even use it to my advantage. So all my yapping done, not a minus side at all, just something I noted, and I'm glad to see you indeed have a solid reason to go forward with it!

Hey that's super though, like no matter what, the important thing is you did something and even got it to work. Also good to hear you've gotten feedback already and learned new things. Like the flashing light is something you can just not realize yourself, and mouse sensitivity is so personal for every person, almost all games have too low sensitivity for me by default lol. 

Like I definitely recommend continuing developing always, game jams offer like invaluable feedback and game testers so it's good to make full use of that! So good for you guys, happy to hear you have been taking the feedback in earnest and it has inspired you further.

Oh ye. I got first soft-locked in the section after going to sleep at the beginning interacting with the door lock, I was in motion and super near the wall so I slid a little after pressing the interact button. The dialog appeared, informed me that the door is locked and I need a key, but nothing I pressed made it go away and I couldn't proceed at all. Sorry bad explanation, but I think the soft lock happened because I slid away from the door-interaction place somehow? Maybe.

Also no problem, hope I could be of help, keep up the good work ^^

Ok, I think I spent like 10 minutes just taking in the environment at the very beginning, like it was enchanting. And oh how quick did it turn into a terror when I first walked towards building D. Very well done, the unnerving thing just watching you in the window, the nice and then horrific atmosphere, good stuff. The minigame mechanic was interesting too, could have been utilized more, but to be also honest, I fucking sucked at it, so maybe it was better this way lol.
Great work!

This has some great potential, I'm biased roguelike addict, but I do think the idea holds. And I really liked the graphics, they look good and have a certain tone to them I really enjoy (especially after I remember to use flashlight lol), but the flashing light was just a bit too intense for me to play this properly I fear. I don't know if it was just my end but my gameplay experience was badly hurt by also the fact that the game didn't lock my mouse along with the super low sensitivity on it (couldn't find a setting for it if there was one, hope I didn't miss it), so it was less of a struggle against the ghost than it was me struggling to look around and move. Also, hate to admit it because this is my own skill issue, but the text was way too fast for me lmao.
So I'm a bit sad, this seemed like a fun game to really challenge myself in but due to technical (and visual difficulties) I couldn't really enjoy it properly. But like said, you got graphics really great, the less intense effect were nice way to convey to player what was happening, and additionally the sound design was good, especially in the actual level, the intro sounds felt surreal on the other hand :D So, pardon my long text: Good work on this, I do hope you guys continue honing this further ^^ 

Hey this was pretty good, unfortunately my experience was bit hampered due to a soft-lock and some problems with getting things to pick up. Like I liked the environments, they looked nice and had nice details (plus for cute dog pics) and it was a good maybe-even-a-little-tutorial-type of beat to have you play the PC game to get into the feel of puzzles. But in the end, the jank can be fixed and I wish you good luck for that ^^ So good work so far!

Yo, here I though I was gonna be playing your average platformer but color me impressed twice for the unique controls and how smooth they worked! Genuinely a fun good platforming game with interesting mechanics you can easily master but still feel how tricky they are. I think the only complaint I got in the controls/physics is that sometimes even if you collide middle of your jump you and you still keep that momentum left/right, this sometimes feels a bit weird, but tbh I also got used to it and it just became a part of the movement style for me after a while, so not even a big deal. I had blast exploring and I think it really tells a lot that I never felt that boredom/frustration of having to backtrack or going the wrong way. Also just in general super cute, all the little animations were really well done and relayed well info about mechanics and whatnots. The song was really nice, real sense of being a slime on an adventure to buy the cool new game console lol

Great work here!

Ohhh! Very nicely gathered! You got 7 out of about 15 or so, not counting the few of the last lines I view as the "endings", one being "You should have said you don't like cocoa".  Love to see someone so intensely going through them! 
But to be fair... I knew the water kettle button was hidden too well, I think most people here haven't boiled their water lol I probably should also note that the order is actually important for good ending. 

I loved this, visually it was impressive enough (having messed with Ren'py myself, I'm just here at awe lol), but the story was such a great time. I tried it out multiple tries just to see if I caught everything just in case, and it was fun time seeing how it all worked so well. Terrifying concept too, but honestly reasonable reaction I'd say, but of course gotta love some of the ambiguity in the writing. Banging sound track too, I was left wondering if the music was just one song or if it was changing as I go since it was so seamless.
Great work on this! 

Finally Unreal Engine game I can play! I swear unreal games just do not work for me, so glad this did!
Oh, I've never felt so much anxiety while gambling with slot machine lol But that being said, I do feel some of the animations took way too long, but I suppose it's also my fault for not being fast enough with my gifts. But small things small things, in the end, this was very well made, tutorial was welcomed and fun, honestly letting you decline the call would be a super good way to skip the tutorial, but then again... I declined out of sheer malice and would have not known how to play at all, so better this way :) Actual gameloop was nice too, I could see like why everything was the way it was, it was really well tied together, plus for the production values too. But I'm rambling here about this and that, the general stance is: Neat game, great work! 

Production values here are high af, and that's respectable as hell for 1 week game jam. Like the amount of feel just something like use-animations add is mad and not even mentioning how much vibe the shaders give, plus thank god I could turn off the flashlight, ironically it was the thing causing me not to see anything at times, and the zoom was just fun. And of course, good job from the voice actors. Managed to carry good atmosphere until the end for me, and I think most of it was the sound design, especially in the cave. So good job on this, solid game!

Hmmm I don't actually think it's unfair. Like games can reward players who know more, from playing the game more or experimenting, for example game might reward player for knowing a solution to a puzzle from previous playthrough or give a player bonus items for getting out of bounds. It's not unfair per say then. And your game already has this in a place sort of, players who take time exploring or have played the game more than once will likely memorize the bookshelf placement. Some might even set up the early game by scanning the all of the given books first and then placing them in front of the book shelfs without putting them in, in order to get through multiple books in a quick session (I did that lol, reason why I found out about the crouch actually). So forgive the long text here, I think it's fairly reasonable to discover it only at late-game, or not at all :D 

Thank you for the feedback. And that's fair complaint, but by the sounds of it, you didn't fail, because the "fail" state is one you would know when you see it haha! So good job!
No, jokes aside, absolutely fair though, I realized a bit too late that the "Good ending" and the "Bad ending" are kinda specific so most people wouldn't really see them, but maybe it's good for us all to accept that in making cocoa, there is no failure, only your own artistic expression lol

I don't wanna spoil anything, but I admit that it's hard, so technically there are 3 endings, Good, Neutral and Bad.
Good is the "right combination", it might be annoyingly specific, but I had to be a little biased, it's the way I make my cocoa always lol. Truthfully tho, the Good and Neutral ending are similar, so as the game goes: Enjoy cocoa on your own way ^^ 
But the Bad ending on the other hand :)

Little bit of existential horror to brighten ones day up, very fun. The story was very interesting, the ambiguity added a lot to it I think, but personally I liked it at its best just before the end you just racing to the end. But yes, the caves were nicely done, while they were super empty and barren, just the branching and shape of them made them feel real enough to have that sense of exploration and at times lost. There were also good amount of tiny details here and there, which added a lot, the sounds of the cave, ambience lights in the cave, and how the character sprites standing far away from you changed (like at first I was thinking it's just trick of the rendering, but no, I'm sure they changed, creeped me the hell out in a good way too lmao).
And further more, it was a full package, which I love to see! Great work on this! 

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Goddammit, I accidentally left a frog behind and going back to rescue the poor fellow I got killed. Why do the frogs gotta be so cute, curse them. And it was only after cursing these frogs I realized that you can, indeed, drown the bog-monster or näkki or whatever it is. Good for me, turns out I'm pretty good at dodging. Anyways, love the art and visual style here, it's just perfect for the vibe, same to say for sound design, small details really do add a lot. Puzzles were great, really wished it to be longer too, I wanted to talk to more frogs, so that's to say, do consider developing this further! Great job here!

Interesting to see adaptions like this, really interesting. I mean the story is good, but I must say that something about the flashing lights, looming figures of what-must-be-gods and the ambience sounds did add to the story. At times I did probably not get to read it properly as I was off gazing to the distance, but I'm also a slow reader so this might be me-issue. Nice work.

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Analog horror cutscenes are great, really adds to the vibe, and must say: The kind man really really throwing some shade with his last comment. Anyways, interesting playthrough, the attic moment was highlight for me, less is more and all that, great impact. The chase or surviving section was bit off for me though, like not sure if I bugged it or something but nothing happened. It could also be that I'm the master escapist lol. Regardless, overall good experience, so good work!

(Also lmao, I remember your previous Scream Jam games, fun to see again!)

How solemn but oddly comforting story. I mean it did make the idea of sleep little less appealing at the moment, but like said, oddly it left with a comfort. Art was great, maybe in my dark room I would have loved it all little more darker, but I think that's just a me-problem, since looking at the CGs again, they are really neat. 

Good job on this, and congrats on the first published game (and submission to game jam) :D

Mimic infestation? Oh I believe it, even his statues were breathing, this guy needs to just move out at this point lol.
No but a great game that goes straight to my "I cannot handle this" category, anxiety was maxed, even when a mimic was clearly just ramming through all the other chests to get to me. So fun times with anxiety! Good job here.

I didn't see the ending coming, and must say, I think I liked the silent text walls, I mean I think I liked them more than the uncomprehensive horrific screaming but that's unfair comparison. But definitely great atmosphere, with the world full of ambience noises and even the peaceful beautiful small song. It was a beach I somewhat wishes to just stand in and take it in, but alas, the horrific screaming really made me want to never open that door. Great job on this!

Oh, to be a cat, dashing through the graveyard banishing ghost while all my other cat friends cheer me on. Lovely. 
No but for real, this game feels amazing to control, its so smooth and works create, the game loop is also super fun because it's just generally fun to jump around and combo all the ghosts. But it still has that bit of challenge if you happen to get too greedy or fail to keep up with the pace of the ghosts. Good fun, also loved the cutscenes although I feel I have some context missing this being the 2nd game and all, so seems I gotta check the first one out too lol 
Great work!

Oh that's some solid platforming. I feel I always overcharged my spell, not sure when it was actually ready, but otherwise it was easy to use as well. At some point I bugged the camera by accident, I could just walk off-screen and it didn't follow, but got it fixed, so just mostly noting it down in case you decide to do any future development :) 
Regardless, solid little platformer, good work!

Oh I like what there already is, the style is cool as hell and the vibe is just great. Wish it would have been finished, but there is always time after the jam too! Good work so far, keep it up!

I'm out of words, but I love this. Just loved it. From the aesthetics, to the sound, to the writing and to the disturbing aftertaste it had. Just, loved it. 

The style is on point and well executed, but the sound design is top notch here. Captures lot of the feel right, and the dammed ads on phone will get me to panic like no other. Great work, this was fun to play and unnerving just when it needed. 

Well made, first moments were well executed and the jumpscares got me nicely, that to say, I like the monster design too, simple but fun. The gameloop also works nicely, my only true critism is that I feel the shelves were not ordered logically, but just my own nitpick lol Not even a real gameplay complaint since for the gameloop you probably want the player to scramble about anyways :D I think maybe one bug I found, if you can call it that, at certain point I started to use it as mechanic, is that if you crouch the ghost can and will move towards you even if you're looking. But ye, maybe that was also intended. Oh and nicely done with the progressive music. 

Great work here!

God I really wish there was just like a "stop everything for a goddamn minute" button, my compas-blind ass could not handle this submarine lol. No but, this was well done, the sound design was immense and graphics very fitting, it was fun to control and made me realize that there is probably a reason real submarines have always had multiple people steering them. Fun stuff, great work here!

Finally, realistic accurate simulator. I really felt myself being there, stabbed, bleeding, watching this maniac just frown at me while I do so. 10/10, would get stabbed again. 

I felt personally attacked by the "I will go to therapy" line omg, that should have not been a gut punch to me.
No but, joking aside: The style is good, I really enjoyed the color palette and how it all worked together, looked great. And of course, the mirror effect, well done on that part! It was actually quite fitting that at times you could see the mirror-you left behind in the mirror, considering the storyline here, and I quite enjoyed it, made the mirrors feel uncanny. Even if on a shorter side, I think this was a nice experience, so great job guys! This could work as a longer game too, so do consider developing it further!

Top tier aesthetics, but also interesting as hell with the horror and surrealism. Love how well most of the "moments" were executed, really a delight to see and play through. Amazing job here!

Nothing to crush your writing speed confidence than having to turn down difficulty here lol. Good game, flow was smooth, the gameplay easy to get and straightforward, but still managed to execute nice scares and that horror vibe. Sound design was done great, no complaints, only praises! Great work!

Hey this was actually really neat platformer. Controls are tight and I felt good running around trying to get all jumps tight and get everything fast as possible. Helps that the character is actually super expressive with the animations and movement, so it was joy to just run around, in all it's simplicity. Nice work here, consider developing this further!

Really makes one cynical at the world around, huh. But glad there is still people who get it. Great story, great art, great work guys. 

Interesting concept, really makes me reminisce of the old old Newgrounds violent games, but I really like how this has a, or few, twists in it. And I must say, one of the these twist kinda got me on the edge of my seat, love it. That added with the morbid / dark comedy you got and it was a fun playthrough. Hope you develop this to the end and get the bug fixes, I think it will be worth it. Good job!

This has some good effects, I really like how the atmosphere is built with the lighting and static, but also with just in general the sounds. The way you made the walking animation (procedural animation I presume) is also interesting and fun, and probably unintentionally added to the unnerving vibe for me when the joints started to go mad and the walking cycle started to look like his legs were bent backwards, but all to more it made the monsters movement more grotesque. Good work on this!

Cocoa making is serious stuff >:)