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QuinnCG

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A member registered Jan 15, 2020 · View creator page →

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One of the scariest games I've played this jam. The scares being tied to urgent gameplay definitely helps with that. I didn't pay attention initially and kept playing my game and fuckin' launched out my seat when the knocking turned into something barging in.

Nice submission.

Thanks for playing. I'm glad you enjoyed the UI, I worked a lot on the UX.

The settings menu having the fill be black confused the hell out of me at first, I thought you were sliding from right to left instead of the left to right.

The text scroll was a bit slow. I know you can skip it but generally I prefer it when it simply prints out at about the speed I'm going to read it at (a bit faster really). According to google, the average reader processes about 200 words per minute and the average word is about 5 letters long. This is all in reference to the opening btw, the ingame dialogue was fine.

The UX is over all very nice. The UI feels good to move, the sounds it makes when you press it fix perfectly. The ingame waypoints look really neat. The movement and interaction controls feel good too.

The dialogue was funny. The character had personality to them and I enjoy the slowing down or speed up to emphasize things. The sound that plays as the text appears also sounds nice; not to loud, but still audible.

The little homey stuff I had to do was nice. The waypoint didn't feel intrusive and the mini tasks I had to do felt satisfying.

The robot voice sounded cool. Reminded me of the robot voice from the jet from the Incredibles, lol.

The dynamic day night was cool. I knew it was getting dark but didn't even realize how synced it was with events until the character literally mentioned it getting dark; which was fine to do, btw.

The art was fantastic looking. Really gorgeous for this retro style. Also, the glass looked really good. There were so many SFX it was really nice to have. Some of the jump sounds seemed to get cut off a bit but other than that the SFX were perfect.

Also, apparently I'm Jesus because I can walk on water, lol.

The music was great. I didn't even fully realize it was there initially. That is I realized I was vibin' to it before I realized it was even there.

Small nitpick but shadows should have been disabled on objects I'm holding so I don't see their shadows floating.

I had no clue where to go for the soil sample for several minutes. I just happened upon the dirt mound and once in range it was highlighted for me.

Thinking about it now, the background was impressive for a game jam game. The water tower and the clouds and the dense forest going up a hill, the birds flying by. The background looked interesting and made things feel very grounded.

Also the light-switch in the cabin was very satisfying to press.

The invisible walls were a bit unpleasant. I would have much preferred natural barriers such as rocks or hills, etc. Diagonal movement seemed to be faster.

The stormy sequence was fantastic. I liked the rain drops in the dark hitting the ground, they made the dark moments between blinks less hard to look at. The sound design was very scary. Calling dispatch, I liked how the 1 for danger was setup Chekhov's gun style the previous day. It was cool that the lights didn't automatically turn on, I remembered about the switch and looked for it and turned it on after waking up in a panic. Also, the lighting had me desperately looking around to see if anything was coming at me.

Going to bed so quickly after getting up the second time around was a bit weird. The first time felt fine because I didn't know how long I had been up before the game started. That being said the going to sleep just to wake up with some issue motif was cool.

I take it you ran out of time for the latter half of the game. If I assume the text adventure that followed was a pitch for what could have been provided you had more time, then let me just say its crying shame you didn't get that time. Still it's amazing what you made in 1 week with predominantly 3-4 people.

Great game. Great submission.

Neat sidescroller.

The visuals look good and the music was a nice choice. The sound is decent also the slashing gets a bit repetitive.

I feel the attack should have been a bit quicker. Also, I understand not moving while attacking on the ground, but it felt weird to be stopped from strafing forward in mid-air because I attacked.

Variably timed jumping would have been nice too; that is it would have been nice to be able to stop jumping up early, feels "tighter" that way imo.

The slimes were cute. Two characters to choose from was cool, don't see that a lot in game jams. It's nice of you to have a controls tutorial in the actual game.

Cool submission.

Escape to close without confirmation is precarious, lol. I had to replay the start after having an urg to press escape to escape the phone menu. Speaking of controls, I like reporting being T because it showed me the phone right away, but having the phone out and pressing T to report something put the phone away, which felt weird.

Nice visuals. The 2D handart looks neat; I like that style. The general environment looked cool too. It made me feel like I was walking to the kitchen at night IRL. The fireplace was cozy looking.

The soundscape was done well. You were missing a few SFX such as the truck driving up, but that's very forgivable. The ambient rain sounds both outside and in fit nicely and the echoey dog barking in the background was eerie.

My performance was strange. It was mostly very very framey but would randomly be perfectly fine for several seconds with the same visuals on screen (I was walking around though). Not sure what was going on. The issue was greatly reduced inside; mostly fine on frames sometimes bad for a few seconds (basically the reverse of outside).

The controls were a bit unusual for me. I would have liked them presented in the game as part of a tutorial. I was very confused at first then after accidentally pressing escaped I checked out your game page. I feel most people don't check out the game page if they don't have to (just the jam page).

The flashlight was a bit dim. I think with the grainy effect being present, a brighter flashlight would be justifiable (imo).

I interacted with a locked door nearby the kitchen, spammed it thrice and checked my phone. I got a number of blank messages sent from both me and the person I was texting. The issue didn't persist or seem to mess up future text messages though.

The footsteps sounds were nice. Maybe a tad loud, but the variety really added a lot and they weren't super fast or super slow like a lot of other games I've played this jam.

On the second floor near the white railing, I walked near a cabinet and it TOOK ME. I got stuck in place and had to restart.

The creaking sounds really started to creep me out. I genuinely thought I saw a ghost at one point while at the fireplace. I heard a creaking sound turned around and saw something white and tall in the distance, it was the wall from an angle with some glare making it look white, lol.

Cool game. Nice submission.

Alright, I've replayed that first encounter twice now from a fresh "save".

One time I managed to get the monster camping me (maybe it was just stuck on its legs and was actually slowly leaving? I waited for a minute at least).

The other time it didn't camp. I actually played all the way through this time and man you got a cool game.

Back on the topic of killing me in the locker. Both times the monster didn't touch me in the locker. there are multiple signs of whether the flashlight is on or off (sprite changes, audio, lights), but the actual light is fairly dim so I think it's likely I simply had the flashlight on while inside.

Two things:

1) I had my flashlight on when entering the locker then turned it off.

2) When I first saw it I went back out the door and then came back. Maybe a loading issue? Just speculating.

Still a fun game though.

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Creepy game. I think I went through the dialogue quicker than you expected because there were some loong stretches of driving between events for me.

The dialogue was fun, characters were creepy. The driving mechanic was neat as well. It might have been nice to have had more oncoming traffic, though. Also, the engine audio was a bit much.

Overall, good game. Reminds me of some classic horror stories.

Cool game. Unfortunately, I couldn't get past the monster. If I hid it would just camp by my locker. I tried entering while it was off-screen (with my flashlight off). It still didn't work.

The art looks cool. The visuals in general look nice. I really like the environment; feels grounded.

The controls were cool. Challenging movement/interaction systems can already be fun. Mixing it in with survival horror and you get some real excitement. The guy who hung himself got me; the stringer music + the visuals made it a nice scare. My initial encounter with the monster was very scary too.

Great submission.

Lol. Yeah, balance is quite there, right now. Thanks for playing.

Thanks for the compliment. The core mechanic wasn't that hard to implement so I had a lot of time to polish it. Inscryption was a major inspiration.

Thanks for playing.

Thanks.

Understandable. Two points:

- "butler" is an itch.io official tool that has a game upload size cap of like 32 gb. If thats your concern on storage then you'd benefit from using butler (its a command line tool)

- audio files are usually sifigcantly smaller in size than textures and almost always smaller than models.

Fixed the freezing issue. Thanks for the bug report.

Hey, thanks for your interest. The bug you encountered was fixed.

No worries at all. Your game is one of the scariest I've played thus far (out of nearly 30 games). The art contributed to that greatly.

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Neat game. The bullet SFX are very satisfying. I would have liked it if the gun shot a bit faster. The like the binding of Isaac feel to the game; works well. Art looks nice. Enemy visuals are creative. Fights are fun. It's cool having different prebuilt levels instead of the usual randomly generated

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The dialogue is well-written. The pacing is well executed. The mystery is compelling; even though I literally know a lot of the names brought up.

The art is visually appealing. The fog getting ever thicker is very eerie. The back and forth between characters, as I find out new clues, is engaging. The body inspection is done well; shows just enough and no more, to be creepy.

The music and generally the audio was done well.

Thanks for the kind words. I'm happy you think so well of it.

Wow, just wow.

Cool atmosphere yes, but I got properly scared twice. The first time I died a to a mouth breather I was right next to it and it happened so fast I didn't know what to think. The second time I turned and saw it running at me; I was NOT expecting that. Clearly, I was the new Harry. The initial death, let's say, motivated me to read the journal entires.

The art was a bit... big. If you did this to make the environment a larger scale after having modeled everything, fair enough; it was not that bad. The visuals of the art were really nice though. I especially like the aesthetic of looking at the crooked fence with a little bit of sunset light off in the distance.

The sound design was well done. The horror sequence with Mary was nice. I would have liked it if it were a bit more obvious how much stamina I had; perhaps simply changing FOV while sprinting would better communicate when I am and and not and by proxy allow me to build a better intuition for how much I have and how fast it regenerates. The monster designs were well done; I like the analog horror style.

The journal entries were well written. The character of some senior graveyard worker trying to avoid any more losses to the supernatural was neat and the writing felt very natural.

The respawn transition and overall death-head-rolling sequence were well done. Not that I would know as I never died...

Good f***ing submission.

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Fun to have an actual ending to experience; somewhat rare in game jams. The visuals are lovely, although the door handles had flipped UVs.

Some geometry such as tables and shelves didn't have collision. If I had to take a guess I'd assume no convex colliders were provided for it? I know I've had the issue before of simply using the default collision that can be generated for a mesh. Generally, game engines have to handle concave shapes a bit differently.

The corrosion minigame was very creative, I liked messing around with it. I wish there was a bit more of a negative (or perhaps an obvious negative) for doing a poor job.

The monster was cool. Had that analog horror/uncanny valley feel to it. The sound it made was good as well, very eerie and unnatural feeling.

The mini-quests worked well for this format of game. Stepping outside felt more and more uncomfortable. The twist with the imposter on the radio was neat. And while I don't know if you could actually escape via running, it was a cool touch and a fitting end to such a game.

Fun game. Fantastic submission.

Lol, glad you enjoyed it. Thanks for playing.

Cool game. Haven't seen a lot of puzzle-horror game submissions. Unfortunately, I'm not too great at puzzles, lol.

Real nice art. Nice moody lighting. The infinite loop mechanic adds to the atmosphere nicely.

Nice game.

I really like the art design. You did the retro style well but the black-and-white twist is very neat; I've not seen that done before.

Sound design is pretty good, no painfully loud SFX, no weirdly quiet interactions. Nice music/ambience, nice interaction sounds. The conveyor belt sounds very nice too.

Controls were a bit confusing at first but I got the gist of it. It was fun making little abominations, lol.

Short but sweet. Good submission.

I feel like I missed something. The help text wanted me to prepare for the night by the door, not sure how to do that...

The art is fantastic looking and the interactable physic objects are very fun.

Would have liked some footstep sounds. The ambient music is nice, adds a sadness to the atmosphere.

Cool submission. If I was missing some crucial, please let me know so I can replay it.

Some kind of sound would have been really nice. Even just a basic droning ambient sound on loop would have added a lot to the horror/atmosphere, I feel.

The controls were a bit annoying but I see the retro style you were going for so it wasn't bad. Although, I'm not sure how I feel about enter to interact, I think that could have been a more standard button. Also, an increase in turning speed would have been nice, I found myself walking into walls a lot while I'm trying to turn around, lol.

I kept accidentally walking past where I was meant to go, I don't think you needed so much environment if it wasn't going to be used, mildly confusing outside of an open-world game to have free space to go to (imh).

Story was simple but had a nice eerie feel to it given the environment. Speaking of which, the environment and art as well were nicely done. The emptiness and cleanness of the rooms gave me a very eerie feeling. The boarded windows and fact that I haven't seen my buddy for so long (while living so close) and that I look like some weird flesh monster made me wander what fever dream this was set in; well done.

Neat submission.

The little secret places you can find ammo were a nice touch, I felt properly curious about looking around corners after the initial ammo I found during the tutorial area. The tutorial text was also well done; I just did a giant wall of text for mine, lol. Although, some of them were a bit close; due to my speed I'd walk right into them before they appear then I'd have to back up a bit (small UX nitpick).

I would have liked to have seen a little more polish with enemies taking damage, such as a hit sound or particles, etc. I feel the shotgun should have taken longer to reload and then done more damage to balance. It felt more like a pellet gun.

Unironically gorgeous graphics. You really nailed the retro horror game look in my opinion. Sound was good too, the theme music and low bitrate grunts fit perfectly.

Cool submission.

Nice sound design, some sounds need to be faded better but overall still good. The body parts on the wall with the stringer SFX got me, wasn't expecting that. I don't think the game needed full body, the giant Unreal logo stood out a bit to me, lol.

Cool game. You mentioned this was your first game jam, bravo. This is a strong start.

I was a bit confused initially as to what was crushing me. I'm not sure that the model was also visible, I thought maybe the street lights were falling on my head at first, lol.

Some additional SFX would have been nice in general, like when the shop vendor was talking and such.

The art cohesion is nice, and the fog and ambient sounds set a spooky atmosphere. You got more story than a lot of the games I've seen so far, too.

Neat submission.

Thanks for playing, I'm glad you liked the game.

Very cool game.

The first time one of the ghouls chases you, ends up being a bit harsh in terms of difficulty. I feel that before that encounter the player must understand they are a one-hit and that the cross should slow down the enemies when they're disintegrating; something along those lines.

The actual effect of the discussion is done well. The miniature puzzle mechanic of putting your cross down is simple but gives you something interesting to do and adds to the scare factor when you have to enter a strange new section without your weapon/light source equipped.

The sound design is good, the high-pitched droning works well. The fog looks nice, the models are well done, and the animations work well. The visuals are overall top-notch; captures the retro feel fantastically.

Very good submission.

I don't play many games of this style, so maybe I'm just not used to it, but I was pretty confused on what to do. Seeing as I didn't actually play too much, I'll mainly comment on what I can.

Fantastic art style. Gives me a hand-crafted map feel. Very ominous atmosphere, helped both in part by the art and the sound design. The UX was fairly nice, buttons had highlights, pressing a button made a sound.

Perhaps, if the turn system had some more "fanfair", things would be a little more intuitive? Like if there was text that popped up saying "Turn 2" etc. I think TBS games typically do this.

I'll tell you what I did actually (I think) understand about the game; hopefully that might help you.

  • The various items I could press on for info were locked? I assume they were teasers that I would unlock later and be able to use.
  • My goal is to recruit more followers; to grow stronger?
  • My cult leader is the first follower I have. They can recruit better than subsequent followers I get who can also recruit.
  • Obviously, I'm the monster or demon god or what have you.

Even though I didn't fully understand what was going on (and I think this style of game is a lot harder to communicate to the player than a simple top-down shooter), it's still a very cool submission you've made.

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I love Over the Garden Wall. I think you nicely captured that eerie + old time feel of the show. Sound design was good, the ambient sounds added a lot. Art looked cool; it's unfortunate you didn't get to texture everything though.

I feel either the player should have been a little faster or the environment a little smaller (denser).

Neat, complete, game loop. I had some real anxiety walking all the way back with my load of sticks on my back and my eyes glued to the lantern's timer.

The river was a neat touch, I got lost initially and it helped me find my way back.

Cool submission.


PS. Nice main menu.

Fantastic graphics.

The flashlight jittery effect looked very cool. The footsteps were a bit much, both in volume and frequency. The body bag moaning was very eerie, well done.

Obviously, there wasn't all too much to do but it was just a 1 week jam and you did say it was early access so fair enough.

Cool game.

Thanks for the kind words.

Would have loved more content, obviously. The art was fucking amazing, though. The general setting is cool too, some weird scifi horror in the trenches.

Cool submission.

Fun rhythm game. The art looks nice, characters and backgrounds are good.

Nice choice of music. I think some SFX for when you played incorrectly might have helped with the overall feel.

Good submission.

Very cool game. Unfortunately, I got lost on the corn maze and eventually gave up; although I'm not that great at directions, perhaps some kind of bread crumb trail/marker system would have been nice? Maybe, I was just being stupid.

The portal effect with the doors was very well done. The chase scene back from the first room was well done as well and the creepy eyes in the dark didn't go unnoticed.

Again, cool game.

Thanks for playing my game and for the interesting feedback.

Unfortunately, I can't play your game. You need to zip the Unity build folder then upload the whole folder. I remember the first I tried this I thought you just upload the exe too.

You might be able to still upload if you ask a mod on the jam's discord. They're fairly active there.