Skip to main content

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

Jorava

1,077
Posts
10
Topics
44
Followers
27
Following
A member registered Nov 10, 2019 · View creator page →

Creator of

Recent community posts

Thank you! "No Inflation" is more useful if you skip many of the Unlocks before it. The ability to go beyond 60 was meant as a little easter egg but I didn't expect anyone to actually find/notice it.

Thanks!

(1 edit)

Nice and casual! Charming art, simple gameplay, good music choice. It was weird to have a music choice button when there was only one music track. The balance seemed to be geared for the single player, we only lost 2-player co-op because when we stopped playing. When you pick up an object, there could be more audiovisual indication, like a sound effect, some particles, and the object flying to the car.

(1 edit)

Jousting in the air is a cool idea! Graphics are very good. There seemed to be some unbalance in how the hits registered - I often got a kill even though the other player charged at me. Might have something to do with my poor internet, the other player was the host. No idea how the jam theme "fix it" was related to this though.

(1 edit)

Fun idea and gameplay! The controls feel a little convoluted in the beginning, but you get a hang of it after a few minutes. I wish I had more control on dash, or for the dash to be much shorter. I played 1v1, my spears killed my opponent but their spears didn't kill me. Might be because of my poor internet, the other player was the host. Full screen would've been nice.

Fun idea! The timer is very harsh though, and it would be nice to have a clearer indication how much time is left. Also, the I couldn't see the other player on my screen which made it feel like a single player game.

Offer still stands, and rules are still the same:

1. After you leave us feedback, you'll get feedback in return.

2. Spam gets ignored.

Really cool atmosphere and usage of VHS filter. I guessed the twist when the knocking in the basement started. The cutesy low-poly characters didn't match the rest of the mood, but otherwise it's very well made audiovisually. The jumpscares didn't seem necessary, I think it would have been grittier and more disturbing without them.

Thank you!

Fun idea! Changing between different arcade games to avoid the vampire. The claw was in an interesting location. In the beginning I was afraid the vampire would hear my steps since they're really loud. It would have been more stressful/scary if the vampire patrolled a bit instead of standing still in one area, and if there was some sfx/ambience/music that played in his presence. Dunno how you were supposed to play the skeetball, the only way I could get any scores was to enter it and just walk over to the score rings.

Thank you!

Thank you!

SCREAM JAM 2024 community · Created a new topic Last Day!
(1 edit)

After I'm done with work, I'll have several hours left, so I'll try to play, rate and leave feedback on your game after you have done the same for our game, Camera Tenebris: https://jorava.itch.io/camera-tenebris

Note: Leave a proper comment. I will ignore copy-paste spam. Thank you!

Simple gameplay, cute art and music! A satisfying "poof" sound and animation when clicking the right ghost would've been cool.

Using your health bar for everything - to shoot and buy stuff is an excellent idea! The implementation has issues though. The damage upgrade doesn't have any purpose since all enemies died from 1 hit. Also, the final goal of 2000 souls is way too long unless you have more varying mechanics and monsters. I hope you make a better version of this, because the idea itself is great.

Interesting level design! Creative use of the pickaxe. It was weird how the walking sound would pan from left to right and back instead of staying in the middle. I would've liked faster movement for player, the demon and environmental objects.

Never felt so unlucky winning money 3 times in a row! xP It's a really cool concept, playing two minigames to keep the monster at bay. It's well made all around. I wish it relied a bit less on luck, so I could at least feel like I could've done something different to survive. One time the monster came out of the window/glass door, I was ready to flash it but it attacked me in a blink, much faster than when it came through the normal doors.

Thank you!

Thank you!

Thank you! I'm not familiar with MOTHER. Thanks for the recommendation, I'll check it out sometime!

Lovely, morbid humor! The art, the music, the writing and SFX all fit together to create the right vibe. Funny how the choir boys had zero reaction to the priest getting murdered in front of them. On my full-murder playthrough, I picked up the lantern after killing the gravedigger, hoping for it to show up in the picture. It would have been funny if a cop showed up after you kill someone and then you could take their body part, too.

Thank you!

Love the visual style, particularly the retro walls. On my first try I found the door and just noped outta there by myself. On my second try I tried to find the others. I ended up on a corn field (?) and couldn't find the door back. I got further though, found Billy and Susan, but the monster killed us all. I did manage to escape it several times though. I like how you avoided jump scares, my ears thank you especially. The creature doesn't look that scary, but the sounds when it opens its eyes and kills you are cool.

Thank you!

For me, I just didn't see that there was an extra room in that short corridor. If the washing machine was in any other room, I would've found it.

For the steak, it's in an odd place. It would make more sense for it to be in the fridge or on the kitchen counter.

For the dog, there could be a light close to him so you can actually see him. And, if I remember correctly, the door leading outside was in a dark corner, there should be some light there. And reduce the lighting in unimportant areas and objects. Players tend to gravitate towards shiny objects since that's what games have been teaching us to do for decades.

Thank you!

Interesting story! I was a little suspicious of my boss and the old lady from the start. Also thought Mara's family might be a bunch of vampires, glad it wasn't that typical. The animated background gave me the feeling of a really hot day. The character art was nice, but I would've liked the monsters to look and sound scarier.

Thank you!

Thank you for the detailed feedback! The boss was meant to chase the player through the portal into the house, making the sequence longer and forcing the player to stun it with flashes/photographs. We had to cut about 50% of the content we planned to put in. And the player is not supposed to be as fast as he is in the jam build, I'm guessing someone made him faster for testing and forgot to change it back. I appreciate this feedback very much!

Thank you so much!

Thank you so much!

Very impressive for a first game! Funny combination of cute and morbid. Some music and more sound effects would've improved the experience.

The dialogue was too slow, the "hold z" should've made it much, much faster. The dialogue was also buggy. Often I had to press Z while walking towards the character several times before the dialogue started. Other times, when holding Z to speed it up and the dialogue ended, it would immediately start over.

Overall, great job for a first game! Keep at it!

A very cool visual style. I liked how the angel sounded like a chess piece made of stone. It took me quite a while to find the orbs, and then I couldn't find a way out. Luckily, I kept my orbs on death, so when the angel killed me I got back outside the maze and the other gate was open.

I like the mysterious, depressing vibe and the usage of Greek mythology. I quickly thought of the opposites of death and infinity, but the combination didn't seem to work every time. I got the feeling the game progressed after I've tried each puzzle enough times. I'm grateful I only needed to go through the labyrinth once. I think I would've really enjoyed version of this where there were different riddles and puzzles revolving around Greek mythology.

Cool idea! I liked the references to classic horror movie characters. The hardest ending was actually hard, didn't realize at first one of the "questions" was a statement. There's a nice, oppressing vibe and the characters have an uncanny feeling to them. The opening dialogue could've been shorter.

The art was interesting. I'm not sure I understood the whole story, but I got a feeling the main character was suffering from mental illness caused by childhood trauma. The text was sluggishly slow, I wish there was an option to finish each line instantly.

I liked the slow build up of tension, doing menial tasks while an evil presence lurks by. I thought there was going to be some sort of escape scene at the end, just ending the game in a jump scare felt abrupt. It took me ages to find the washing machine, had to look at a youtube video posted in your comments to see where it was.

It's cool we both had camera to take pictures with and used retro 3D aesthetics! :D Still very different games though. It was nice to see your take on the mechanic!

Thank you so much! Your game was really impressive jam game too!

Okay, this was really good. There's a constant build-up in tension, almost made me want to avoid taking photos. The visuals and audio make it unnerving. At the end, it was cool how I could take photos through the bars as they approached me. Overall the game feels very polished. Not much to criticize here, except that finding the kid in the bed was very hard... and I was surprised the person still had access to online forums when he was stuck, possibly dead inside an old bunker.