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Simon van Wyk

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A member registered Jan 09, 2023 · View creator page →

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The tastiest deck-builder on itch!

Thanks!

I love the setup for this game. Super funny. And all the random parts were still relevant. Lots of fun - thanks!

This game is soooooo much fun. I mean, a game in a spooky mysterious lighthouse was always going to grab me, but yeah, this is really good. Lovely art and puzzles. Thanks for the game!

Really fun. I mean... I was terrible at the game... I felt very bad when I lost 80% of my team in my first fight... but that was my fault. Also... loved that I picked up the Scooby Doo Gang!

Thanks so much - glad you liked the style - we really love what our designer Kristen did with it. Gonna give your game a play through now...

Haha, thanks. Yeah, I'm a sucker for that first movie!

Thanks so much - really appreciate you taking the time to jam our game!

Thanks so much - really glad you enjoyed it!

Yeah, we're still trying to figure out how to make the game work a bit better after you first death, so will hopefully put some time into workshopping that after this jam is done.

Thanks again, :)

Thanks for checking out our game, and glad to hear you like most things about it - that's super encouraging.

In terms of the ending.. it's a tough one, because we like the idea of how to solve the main game, but we also realize that if it's not executed perfectly, or if the player doesn't spot the correct hints, it will totally feel anti-climatic... so yeah, on the next build we're going to try specifically sign-post that ending a bit better so that it's more satisfying and feels like an ending and not just an accidental win.

Hello, I tried to play this but got an error while opening it. If you do re-upload, please reply and I'll try again, :)

Yeah, sorry - also tried downloading the recent build but couldn't get it open. Please reply if you manage to get it up and running!

I like your idea of having questions asked on the signs and then interacting with the barrel with the right answer - cool concept.

That was great!!!

As you know, we also did a time loop... and our original itch to scratch was trying to add pressure to the experience by having the plane crash at a certain time, but in our context the pressure just didn't play right. In yours though, it's awesome - add such a fun dynamic! Really enjoyed that, :)

I saw a similar comment elsewhere, but this totally took me back to those Sierra games - a very welcome blast from the past, :)

So glad you enjoyed our game, :) Thanks for taking the time to check it out!

We'll be sure to fix those errors in the next build, :)

Thanks so much for checking out our game - keen to play yours!

And to be honest, I don't know if it's a duck... that's something one of the other developers added and it took me by surprise as well, :)

Yes, got a chance to play it!

Your loop mechanic is very cool, and probably a lot less frustrating than ours if you don't know what's going on. I really liked that the first loop was super short so that you could sell the idea of the time loop without there being too much at stake. The dialogue that coaches you through it is super helpful.

Lovely art, lovely idea, and a great start if you do decide to develop it further. Thanks for sharing!

Thanks so much for your super kind words!

I also saw your game had some fun time loop vibes going on, so it's on my list to check out - from what I can tell, it looks awesome.

Thanks again for playing our game and taking the time to comment, :)

Something about the art style and layout reminded me of Pocket Mortys, which I really enjoyed, and I also like the idea of going around a small town solving people's problems. Fun idea!

That was harrowing. But in the way it should have been.

Well done on creating such an intense and immersive experience. If any of that was inspired by personal events, insert a huge digital hug here - that's a lot to have gone through.

I'm so glad you commented on our game because I might not have engaged with this otherwise, but I'm really glad you did. It's a masterclass in telling a story. Even the limited art style actually served it really well, as I found it was oddly more visceral as it drew from your own personal imagination.

Awww cool, so great to hear we were able to illicit those contrasting emotions, :) Thanks so much for playing our game and for the review! Gonna take your game out for a spin now...

Thanks so much for playing Marco! Glad you enjoyed it, :)

Yeah - we're still a little uncertain about the fact that you can accidently win and not realise why, so we're still trying to figure that out a bit, but already I have some ideas...

Thanks so much! Really glad you enjoyed it, :)

Hello... firstly, this isn't a virus. I saw some other comments that implied it was, so just wanted to put people's minds at ease.

Secondly... if you click, the player does a slide which kills enemies. So... that's how you get past the first obstacle. It seems you can only jump over holes, and slide to kill enemies.

Whitefox, I really liked the look of the game! For a future build, it's probably worth adding control instructions so that people realize they do have the ability to attack.

I'm a big fan of zombie apocalypses and movies... so I immediately resonated with the core plot! Unfortunately I wasn't good enough at mastering parkour to end up at the movie, but I enjoyed trying.

As someone who enjoyed the framing of the game, I think it could be cool to have some of those zombies visible in the buildings to add that sense of threat. (For all I know they could be in there already and I just didn't get to them!)

Thanks so much! So glad you enjoyed it, :)

It was our first attempt at a point-and-click adventure so we tried to keep things light so that we didn't overscope on our first go. There are two ways you can distract Sandy, and one of them involves the bathroom, but yeah, if you distracted her the other way, then the bathroom would be a super random room. If we do a future build, maybe we should try put something essential there.

Thanks for the feedback - always helpful!

Yeah, that's a good point. I can update that dialogue in the next build. My hope was that most people would start by saying the first dialogue option, which if chosen would give more reasons for the air stewardess to be suspicious.

Thanks for playing our game - really appreciate it, :)

Fun game! I haven't finished it yet because it's waaaaaaaaaay longer than I expected it to be, but what I've played I've enjoyed! I felt transported back into the days of Maniac Mansion, and that's a good thing, :)

I had a fun little jump around - thanks. I know someone else didn't love the music, but I actually quite enjoyed it - it made everything feel a bit frantic, which added to the pressure of not falling, so it kinda worked for me.

Oh wow - that’s super interesting, and super helpful. We hadn’t at all clocked that someone might get into the cockpit at the 10 minute mark and have the crash cutscene override the cockpit cutscene. If the cockpit cutscene had played, you would have been in a far better position to understand that your action had caused the crash and that Sandy was meant to give him the energy drink he needed. It might not have completely solved your experience, but it might have made it a lot clearer as to what was happening and why.

A no brainer is that the moment you’re in the cockpit the timer trigger should fall away so that we never allow the pilot falling asleep to happen when you’re actually in there.

In my mind, the energy drink is meant to be a red herring in the sense that we hope some people do assume that they need to give the pilot the drink, and subsequently discover they can’t. We can maybe make this a little clearer in dialogue and interactions with Sandy so that we ride that tension of making someone still want to do that, but also understand why that won’t work.

Anyways - this has all been super helpful and given us a lot of food for thought when we do an update, so thanks so much for taking the time to lay your experience out - it really does help.

Looking forward to playing your game the moment I get a gap!

Thanks so much!


I got a bit carried away when writing the interaction dialogues, and became pretty obsessed with trying to make each one different, so it’s particularly satisfying you noticed them, :)

Thanks so much for your kind words and for sharing your play through experience!


Yeah… you’ve had the basic experience we knew might happen but have no idea how to fix! At least you got into the cockpit - we know some people might win accidentally with their first choice they make and have no idea what happened, :)


We’ll probably workshop this a bit after all the jam comments are in to see if there’s a way to sign post what is happening more clearly, or… whether we just chalk it down to luck of the draw. My question to you is… if that victory cutscene had been clearer, do you think your win would have been more satisfactory even if it was an accident, or do you think the only way of making it more satisfactory is laying the logic on more thick so that for most people they understand what they’re doing at that point? Or is it both?


We didn’t have time to play test before submitting, so all this info is super helpful!

Fun game!