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semi9

55
Posts
4
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51
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9
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A member registered Aug 30, 2022 · View creator page →

Creator of

Recent community posts

Thanks for playing! You made a good point about checkpoints. I was originally going to have a dozen levels (because it’s the egg number), but I cut it down to ten to make the game a bit shorter without making it too brief. Although it’s still a bit slow to go through them all again!

But having checkpoints at certain levels, or being able to retry from two levels back, would definitely be a good idea!

Gracias! Thank you for playing, and great job beating the game!

Thank you very much!

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A strange, almost ethereal house. Eggs are scattered and hidden behind the furniture. You walk around, and search for them. Collect enough of them.

Maybe it would have been peaceful, if it weren’t for the constant ticking of the grandfather clocks.

Find the eggs in time, or the bunny will come for you.

The Bunny is Coming

Happy Easter!

Just beat monday, this game is amazing. Everything looks nice and has a great style to it. I love the whole 3D office! Did you model the things yourself?

Ayy, thanks for playing! You must be the master of the videogames to have won first try. And I like the edits in your video!

Heh, thanks for playing! Glad to see you and your friends had fun!

Oh, hey Reimuru! Nice game! I really like all the sound effects and UI!

Ooh, neat! Looking forward to it!

Alright, I just beat Hard mode on my first try!

By the way, what did you use to make this? It reminds me of Scratch, but the timer looks un-Scratchy.

Alright, I just beat the game on normal mode! It was really difficult, but that only made it more fun to finally beat it. As I said, I’ve never played an Obervation Duty-type game before, so actually playing one myself was quite something.

I’ll go over some of the anomaly types and anomalies, and what I think of them.

  • Object Resizes could be pretty tough, but I got the hang of them later on. They could typically be compared to a nearby object, or they aligned with nearby lines at their normal size.
  • Camera Malfunctions were really fun. The first time I spotted one was pretty cool, and I like how searching for them is really different from the other anomalies.
  • The Hallway Abyss… Is a menace. At the wrong time, it could easily end your shift without you being able to do anything about it. So, I started only entering the Hallway when I didn’t have a report pending. While I initially disliked it, I think it ended up adding a neat little extra threat I had to keep in mind!
  • The lights turning off in the Kitchen counting as Object Movement because it’s simply the lightswitch being flicked was clever. I like it!
  • The laundry machine turning on gave me a little spook sometimes. Nice.

And here’s some anomalies that confused me:

  • I don’t really get why the extra water bottle counts as Object Movement instead of Extra Object. It’s probably because it was moved from inside the fridge (off-camera), but I feel like that logic could apply to most Extra Objects.
  • The eye on the box in Storage counts as a ghost, while other red writing on walls and the bed count as Other.
  • I don’t really know what that circular Extra Object in the Toilet is. I first thought it’d be an Other, Ghost, or Light Anomaly.

All in all, I had a lot of fun playing this! Not really interested in remaking the game, but you did inspire me to try making my own Observation Duty-type game, so maybe I’ll make something!

I haven’t played any Observation Duty-type games before, so I’m not really all that experienced, but I had fun!

I did have some slight problems, though;

  • Shrink / Grow anomalies felt really subtle. I really couldn’t tell if that cup was slightly bigger, or a box a little smaller unless I saw it change right in front of me. The laundry machine was an exception, since it was right next to a regular-sized one. Maybe these could be more obvious when playing on Normal mode? Like, the cup becoming fruit bowl-sized, for example!
  • If I had just reported an anomaly before entering the Hallway while the Abyss was in there, it felt like I plainly didn’t have enough time to report the Abyss before it got me. A chance for a guaranteed loss feels a little… rough.
  • The “no anomalies found” and “anomaly removed” texts overlap with the room names in the UI, so sometimes I had to wait for it to fade away before I could see the room I was looking for.
  • Clicking the button while it says “report pending…” still changes it to the next sprite, so it’s possible to kinda “cancel” a report to make a more confident one.
  • After losing to the Hallway Abyss, the game keeps going in the background, so pending anomalies can still be fixed and you can still lose to anomaly overload while on the Game Over screen.

All in all, I had a great time playing this. Wasn’t able to beat Normal mode (made it to ~3 AM), but it all functioned well and was fun to play! I also quite like this artstyle. Great job!

Ooh, thank you! I followed you too, and am looking forward to seeing your future games as well!

Hey, guess what? I did expand on this idea! The game’s updated to version 2.0! And yes, it includes a shortcut to the compendium on the game over screen!

Great game! I really liked the boss fight, and the trap doors felt very good (although you can’t really see out of them). Nice job!

Thanks a lot! And yeah, I should probably do something about the knocking. Even I don’t always know what door got knocked on, and I figure it’d be completely impossible for someone who doesn’t have headphones. Something I’ll keep in mind if I update the game!

Ah, a fellow Doors enjoyer! You make a good point. Maybe I should add some kind of shortcut to a monster’s compendium entry on the game over screen when it catches you.

I like the style a lot! Very cool. To be honest, I did find it a bit disappointing when I ended the game after catching, like, 98% of moths, and nothing really happened. But it’s a cool game nonetheless!

Nice game! The ghost looks quite cool, and I like the way it moves around.

I, unfortunately, was not able to find any lore. It might in part be because the high resolution, unfulscreenable game may have hidden something on the bottom of the screen? Regardless, that little white thing has some dapper shoes!

Thanks, man! Your comment made me very happy. I’m glad to hear that the rules and atmosphere did their part! Thanks for playing, and commenting!

I made a game that was inspired by your game! I don’t really know how I would tell you about this elsewhere (as I don’t have a Twitter account), so I will hesitantly tell you about it here.

It’s a game where you have to survive until 6 AM, and keep things out by clicking on objects! Please check it out if you’d like!

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I just released my latest game, Unnamed Midnight!

You have to survive until 6 AM while keeping various monsters from getting in. However, the clock only moves if you wind it up.

You can download it or play it in your browser here!

This is great! It’s surprisingly scary just by the low friction and noise as it approaches. It has an ending and everything, too.

This is pretty cool! The hopping (walking) animation looks really good, and I like the way the music changes when you’re rooted!

Very cool! I really like horror games that focus on surviving an active threat. I like how the blue outside and rain look. The lamp and alarm clock are clickable but are never a danger, are they clickable purely for clicky reasons? Either way, I loved the game!

These have got to be the best headpatting mechanics I have ever seen. Great job! Very cute.

Very cool! The cats are cute, and I like how their paws move. The puzzle was neat!

Very cool! Nice mechanics, and fun levels.

Ooh, having various different fumos to survive against, with each of them having different powers to worry about? Not a bad idea! Don’t think I’ll be adding new things to this game, though!

Really cool! The atmosphere is creepy, and the ambience + sound effects really help make things creepy. Pleasantly challenging, too. Nice job!

Great art! Everything feels really fast, though. Is this because of a framerate issue, or is the game just really hyper-paced?

Fun! I liked the enemies, and the animation for shooting out a pencil is neat.

Had a great time, but here’s some criticisms, as per your request.

I got stuck in the tutorial for a while trying to figure out how to scoop up ice cream. If I’m not mistaken, you need to drag the mouse downwards, and then release left click, on the flavor you want. I feel like the tutorial could be a bit more clear.

Other than that, I think the game would benefit a lot from having a sound effect for each action (scooping up icecream, putting it in a cone/tray/sandwich, adding topping), and maybe some spooky ambience during the nightshift.

All in all, great job! Especially for your first shared project!

Heehee, that’s what I’m going for! Glad to hear you had fun!

Ayy, thanks!

Woah! Did you make these yourself? They look very nice! Great job!