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Keggsie

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A member registered Jan 12, 2020 · View creator page →

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(2 edits)

I think it's cool that you can only ever move through the main rooms from left to right. It sort of gives that feeling that time moving forward is inevitable. Aside from that, I also thought that the faint music in the background was really cool.

I think it's a cool idea, and I like the setup with the abandoned amusement park and urban exploration. Though, the controls left me feeling quite dizzy, and I really wasn't sure what to do.

Neat aesthetics and the constant ticking and blurring of the vision really helps with putting pressure on the player. Overall, pretty neat!

Super simple but also super enjoyable. Paralyze is overpowered, but I think that's just fine for a game jam game. I also very much liked the fact that the bunnies bring their dead to the witch, like some sort of sacrifice.

Really captured that feeling of slowly becoming more and more powerless as you proceed through the game. Especially, because you know that staying inside your mech you are technically the safest that you can be, and yet more and more of its systems fail one after another.

Overall quite nice. None of the obstacles were too hard, but they still left the player with a sense of tension. The pixel art looks very clean overall, and the sound contributes to the atmosphere as well. The level also wasn't too long, so all in all, it was an enjoyable short sidescroller.

Very solid submission overall. The art, while relatively simple, contributes to the overall atmosphere of the game, and everything fits well together without any assets standing out negatively when compared to the rest.

The gameplay is fun and reminds me quite a bit of Killer Frequency, with the whole navigating somebody else through their horror experience. The sleeping option in the cabin also helps with disarming the player's suspicions regarding the story, as one would expect that the game spans several days because of it.

The plot twist sneaks up quite slowly on the player, and while it's easy to figure it out beforehand, at that point, it's pretty much too late already, and you're just left wondering if you could have done something differently.

I think the most area for improvement is in the sound design as there isn't particularly much beyond the base atmospheric sounds, which do set the mood quite well. Just some more key sounds at the big moments would have really helped there, though I suppose there probably wasn't enough time left to take care of those.