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jwmartin0988

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A member registered Apr 19, 2017 · View creator page →

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She did! I tested exclusively in editor, and she tested exclusively on web, so we didn't catch it in time. I feel extra awful about it since it was her first attempt at pixel art and I butchered the delivery.

(1 edit)

Oop, you're exactly right. I blew the viewport up x4 for the web build and my pixel snapping isn't working. good catch.

Edit: Added a link to a web build with proper scaling, as per jam rules. Thanks again for catching that.

I just checked a few frames in photoshop and they're square. It's probably related to that browser bug. Let me know if you have any leads on that, cuz my team can't replicate it. Thank you.

Oh wow. I need to figure out how to replicate that so I can get it under control. Thanks for showing me.

Thanks! What browser are you using? I'd love to look into whatever might be causing that for you. 

Great work! The difficulty really nailed it, as I finished on 1 HP. The map and orientation indicator made navigation straightforward and engaging. Survival horror is tricky here, and I really enjoyed this one.

Yeah, the listening reveals the kids and the monster. It's just the one, but he likes to head you off by jumping through the trees and hiding. Thank you for playing!

Thanks! The secret ending (and the normal one tbh) is pretty obtuse, so no worries. I appreciate the time and effort tho!

Hi, great start! Very intriguing, and I really wanted to see where we went with the classic key-hunting gameplay. It's great to see another top-down survival-horror entry ;)

Hey thanks! I was referencing that a certain unfortunate character in your game bears a resemblance to Penny of The Amazing World of Gumball :)

Love the premise. Short stealth sections interspersed with characters and story is a lot of fun. Taking inspiration from a painting is also so interesting. Great work! I'd love to see more of this one.

So cute, and I'm a sucker for how quickly it turns dark. I'd love to see this one continued post-jam. It's got tons of potential.

PS: RIP Penny's dad

Hey thanks for playing through to the bad ending! You're so right about the listening mechanic. It's not intuitive or obvious enough given how important it is to evading the creature and finding the kids. Looking back, the vfx could have used more polish and maybe it shouldn't be restricted to holding still.

As far as the secret ending goes, the shovel is found in the garden and it's much easier to find when the rain washed the dirt away. The happy rock is revealed by the tree struck by lightning. However, the dig location is also given away by the theme :)

Thanks to you and your team for giving my mess more time than it deserved! We should have fought harder to get fresh eyes on our project leading up to release. Some tweaks to the time limit and how things are found could have given more players an opportunity to see it through to the end.

Great work! You made wonderful use of assets, and many effective spooks and scares. I think it really has the most scares-per-minute of anything I've played so far. And "find things while evading a creature" is one of my favorite tropes ;)

I will just as soon as I get off work. Looking forward to it!

Hi, thanks for playing! I wish I'd time to demonstrate the creature's behavior in an incremental fashion. It plays pretty fairly, hunting you loosely by smell, then listening for noise you make. If you get too far from him, he'll jump through treetops and hide, giving positional audio cues. Any sound or footstep he makes generates a directional indicator of you're standing still.

But none of this is taught or demonstrated, so it's likely to seem that he just bursts out of nowhere and eats you. Thanks for you feedback!

Honestly, I should have tried harder to get fresh eyes on the secret ending while developing it, cuz it's probably unfairly obtuse. The "happy rock" is revealed by a burning tree during the first lightning strikes. If you've ever spotted a burnt tree, that's the one to watch :)

Wow, thanks for taking the time to reach an ending! Near the pond is a note that gives directions on where to use the shovel.

But since we're all pressed for time... "it was there all along" :)

Oof that's a good point about interacting with the other children. I should have given that a bit more polish. Maybe a sfx and text to indicate that they're headed back to the campfire. 

Thanks for the feedback!

Pressing "5" brings up your map/GPS with your location and that of the compound marked. I'm also going to leave a brief walk through here. 

  1. Follow the river to the compound. 
  2. Find the key to the church cellar. 
  3. Reach the watchtower and look for smoke from the mines entrance. 
  4. Explore the mines. 
  5. Escape the mines and follow the cult leader's blood trail. 
  6. Pick the key from his corpse in the swamp. 
  7. Escape the Goreworld. 
  8. Return to the compound and unlock the leader's private room. 
  9. Escape the compound and return to the boat. 

Noosphere is a prototype atmospheric survival horror set in a remote Sovereign-Citizen community. Use stealth and weaponry to infiltrate the compound. Beware of cultists, beasts, and worse. 

https://jwmartin0988.itch.io/noosphere-demo