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Sith_Winchester

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A member registered Oct 09, 2022 · View creator page →

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I really liked this game and I loved the puzzle elements in it. I also loved that the place truly felt both completely abandoned yet slightly haunted at the same time. I almost expected something to jump out at me once I finished the pictures puzzle. I think the only thing I can say was that while the atmosphere and writing were both top-notch, I think I expected more spooks than I got. I DO know that making it SEEM like there's danger while there's no true danger is one way to portray horror, but I'm not sure if that was intentional or if I just got extremely (un)lucky. Still, this was really solid and you did a great job. Honestly, it reminded me a little bit like a high-definition version of 7th Guest or 11th Hour. The settings weren't the same, but the puzzle aspects made me remember both of those games very fondly. Thank you. :)

Okay, this one was absolutely amazing and you did such a good job. If I could, I'd give you more stars. I have nothing to say except that I truly hope you win with this entry, because it's clear from the effort you put into character and level design that you really do deserve that. Good job, Glitched. I found this to be an amazing gem.

I really liked this one and I found it to be refreshing both in its simplicity and its aesthetics. I loved how we eventually switched characters, because finally, FINALLY I COULD FIGHT BACK! I don't really think there's anything negative about this game, except that I feel bad for the MC. He was the hero we all need and deserve. Good job.

I was really impressed with the opening cinematic. But the combat is what eventually did me in. I felt like the arenas were too big for some of the fights, and I almost stopped because of my difficulty with Helena. Sometimes I'd do very well and she'd get me at the very end, and sometimes my shots would miss even though it looked like I'd hit her. I did eventually beat her, but even then I had a little trouble understanding what was going on. I also ran into a bug where some of the enemies would be stuck on the terrain and would still run at me, but couldn't reach me in any way. All in all, I think it just needs a little bit of polish. 

First of all, I loved the documents and notes that you can find, and I like how they were presented in-game. However, the dialogue for the NPCs needs to be cleaned up and there needs to be more clarity on what the player can do, or more limits on what a character can ask about. I was incredibly confused because I could ask about topics that I seemingly had no knowledge of and more than once, that led me into a fight I wasn't prepared for (Sister Calista is the biggest culprit for this). I also would have liked an introduction cutscene instead of just starting in the town with no idea what I should do other than just "ask around for help," because there is nothing asking me WHY I should care about the Daminik Family. And for such a story-heavy game, we need that question to keep us interested in what's happening, and we also need it to be answered. I got through the game, but that WHY was never actually answered for me. Why ARE we in Tidecrest in the first place, and how does the Daminik family even affect us as a player? How does the priestess at the end even play into the story? I felt like there could have been very good foreshadowing done for her, but she kind of just... shows up, and her part feels almost too abrupt for me. For a first game, this has serious potential. I just think you need to go back and either pare down what you can ask NPCs, or make it so that finding lore opens up potential new topics to ask the townsfolk.

I liked the little bit of story that there was and I loved how you slipped in some of the quotes during it. However, I think the game itself is a little too buggy, and even after a few tries, I couldn't pick any of the flowers needed to continue, even after getting the hints from the grave keeper. Combat was also extremely sluggish, and I'm not sure if my attacks actually hit their mark or not. I couldn't attack the townspeople, and I also didn't seem to be able to hit anything else. The bones are there, but the game needs to be worked a little bit more.

This has the potential to be a fun game, but the problem is that it takes far too long to build up to anything. This is fine for the first few sections of the corridor, but after a while it just gets a bit too repetitive to remain fun and the tension starts to disperse once the instructions start to repeat themselves. I think if you added a bit more obstacles to the corridor, even something like a flickering light or a sudden blackout (where all you have to guide you now is noise), that would add something to help keep a player's interest.

For a jam game, this is absolutely amazing and I'd be surprised if it wasn't in the top five of the games submitted here. The biggest complaint for me is that the hunger system doesn't appear to work; eventually I stopped trying to eat because it didn't seem to do anything. I loved the concept of item durability and enemy positioning, and honestly this game's combat system reminded me both of Morrowind (whose combat was also dealt with dice rolls and also had weapon durability) and Mother 0 (enemy positioning). But I'm just not sure what the latter concept actually did; I would've expected enemies would do a lot more damage as they come closer, but that wasn't actually the case. Unfortunately, I haven't finished it yet; I got to the hour mark and decided that I'd seen enough to leave a review, and I almost don't want to finish because I know you plan on an even bigger full release. 

Also, I'm with KV on the crafting part. I hope the release will include a recipe book or a journal to help the player keep track of not only the items they want to craft/cook, but what those items will do. Molotovs are pretty self-explanatory, but for the food in particular, it'd be interesting if certain foods buff you while others don't (or god forbid you fail to make something and get poisoned from it). All in all, I enjoyed this. I definitely want to see what the full version will have in it.

I'm going to be honest. I liked some of the writing, but a lot of things about this game felt a little... unfinished. The characters were tropey, but they felt almost a little TOO flat and a lot of them actually turned me off of what was going on in the story. I also wasn't sure about some of the pacing; it took way too long to build up to anything, and then all of the sudden there was a ton of stuff happening at once. Couple that with the game's final ending, and it just made for a very oddly-paced story that felt like there was no true conclusion. With that being said, I really liked the artwork for the game and I loved the sound choices that had been made. I also liked the choice of making a taco seller the protagonist. All in all, it's a pretty decent game and one of the few VNs I've played that I liked. I just feel like some of the pacing needs to be tightened up a little bit.

Okay, this was a cute little story. I just wish there was a little more to it. I loved the interactions between the characters, and the twist at the end when you meet the last guy was really well-done. With that being said, I really think this game could lend itself well to multiple endings, and that would give it a LOT more replayability. I was hoping we had the option to run away from the grotto (I kept trying!), and I also was hoping we'd actually see the performance or even have a hand in it. There are so many directions that this game could go, and I encourage you to experiment with it a little bit. What you have so far is good. I just want to see it go a little bit further, and I wished there was more to interact with. Doku seems like such an interesting world, but we barely get to explore it before the end.

This was amusing, but the writing really needs to be tightened up. I also wouldn't consider this a horror game, though the insane twists it takes are definitely... something. I felt they were a bit too abrupt, and I think a little bit of a buildup to that kind of thing would help improve the story. Overall, it was a funny attempt but I'm really not sure if this fits the themes presented on the jam page. I think the coffee cups could have been scary, but any horror was taken out as soon as the dancing segment came into play.

Okay, the first problem I had is that there is no way to change the screen resolution at all; this meant that everything was zoomed in WAY too much and I had very little room to move before I got swarmed. I basically stopped after two tries because the extra-zoomed in resolution made this nearly unplayable for me. I would definitely add that as an option, because I would have enjoyed this more if I could get it to fit my screen properly. And if this is already an option, I would SEVERELY suggest lowering the resolution requirements on your end, because the only options that fit on my screen for the main menu were "normal" and "credits." I also think an introduction of some kind would go a long way, as well. I also agree with Hawk that there needs to be something that keeps a player wanting to play this, because there was no real reason for me to keep playing after a few tries.

Oh no!! I think you found the same one Hawk found and I've already fixed it up. I'm glad you liked my game! I was definitely going for a story-book kind of look for the game, especially once I figured out who my protagonist was. I'm glad you liked the hidden item and ghost-busting  mechanics; those are going to be put more into play in the post-jam update! Thank you for playing and I'm happy you had so much fun with it.

This was amazingly solid, and I loved how you turned RPG Maker into a dungeon-crawler. The writing was really well-put together, and I don't think there was a single character I disliked. My only issue was with some of the monsters. Most of them were fine, but some of the ones in the later areas are a bit much for me design-wise. I definitely knew what you were going for, but... it definitely upped the creep factor. Overall, good job. I can't wait to see what you come up with next.

This was a really good game. I loved how well the atmosphere and sound fit together, and I always felt on-edge and waiting for the next anomaly/dream sequence to show up. I don't even think I have anything to critique on; you did a fantastic job. Thank you for making this.

I loved this. I think it's amazing that the horror takes place in an office and I love the lines that the manager screams when he's chasing the player. I also like the look of the manager, too. I think he might be the biggest jumpscare in the game. I'd say the only critique I have is that the maze is very big, and I think there should be something to help the player figure out where they are on the map. I started having trouble once the lights went out, and having something to tell me where I was would have been a big help.

This definitely gave me some spooks, and for a first attempt at a horror game, you did a good job. I really liked the atmosphere of the game, and I did like how some of the jumpscares would happen right as you walked into a room. Some of them felt a little too random, though, and I had one where the body fell right through the floor. I did make it to the boss, but I wasn't able to beat him. I don't know if I kept missing or if he has a ton of health, but I almost always ran out of bullets before he eventually caught up and killed me. Overall, a good attempt. I just think the final part where you're being chased needs a little bit of tweaking.

I like the look of the game, and it has potential to be a good game. But I think a compass would help players out, because it feels like we're wandering around a lot of empty rooms trying to find whatever items we need. I don't know if the crates generate randomly, but I feel like I'd explore a room, find nothing, get turned around, and suddenly find an item I'd need AFTER already being in the room. I would also sometimes have runs where the monster would spawn RIGHT in front of me, and I'd lose a life before I even got out of the starting room.

Honestly... this story needs a little bit of work. What's told in-game is interesting, but it feels like there's a lot of information that's missing that the game really needs so the story makes more sense. We're thrown into the game knowing absolutely nothing about any of the characters, and nothing in the game tells us what's actually going on. Why are we under arrest, and what exactly is supposed to be happening? Why is a wraith after us, and how does being a witch even affect the story? There's a lot that isn't shown OR told, and unfortunately, I feel like I can't get into what's going on because so much feels like it's been left out. I understand that it's supposed to be a mystery, but there needs to be something that actually keeps the mystery going. After getting all three endings, I still don't quite understand what the story is supposed to be about and the game just feels... unresolved.

First of all, 10/10 on the voice acting. This game made me laugh so hard, especially when I stopped and truly looked at some of the weapons we get to throw around in this game. Although the actual gameplay was very janky (sometimes the thrown objects wouldn't hit even though they looked like they did, and the final boss did not seem to be able to hurt me), there was enough ridiculousness for me to actually find this game endearing and see the jank as part of this game's charm. Critique-wise, I can only say that I didn't find this game to be particularly scary, and I wish there had been a little bit more to the ending (or even to the boss fight). I'd say the peasants were more of a challenge than the boss was. I also wish we had a joke weapon like a super-soaker or a pea-shooter to go with the projectile weapons we can pick up.

I liked this game a lot. Although I didn't find the game to be overly spooky, I did like your use of a sanity system and I thought it was a really interesting mechanic. However, I think the maze needs to be shortened a bit, especially since the major chase scene takes place there, and you're going to be in a lot of trouble if you didn't make a few light sources before it happened. I also agree that having the map zoomed in was not a great idea, mainly because of all of the twists, turns, and dead ends you can find. Overall, this was a good game to play. I particularly enjoyed the ending. Good job.

Oh, goodness, where do I begin with this one? My first try, I actually did what the game said and went down the endless corridor. To that end, the game lived up to its namesake. Then, I got bored. So, what did I do? I restarted and decided to be a smartass. I decided "screw the rules, let's break this game." And guess what? The game almost broke my neck. Literally, Not-Freddy threatened to snap my neck. It was hilarious. My first impression of the endless corridors was "where were the spooks?" It wasn't until I met the bear that I went "...okay, this is a funny one." I don't know if the game punishes you or applauds you for trying to break it on purpose, but this certainly amused me. Although the corridors eventually became tedious, the variations of the levels did keep my attention for a long while. I'd say my only real critique is that there isn't enough to do other than walk and be threatened by a bear who has a phD in chiropractics. Putting a few more things to interact with, even little bits of lore, would make the game a lot more interesting. Hell, you could even throw in a few of the bear's past victims and make him even more of a threat! 

Overall, this was great in terms of amusement and stress-relief. I don't want to spoil anything, but I can no longer look at a pizza the same way anymore. 

Thanks for playing my game, and I'm glad you enjoyed it! I actually tend to make protagonists that are either monsters, or aren't heroic in any way except for the fact that the story revolves around them. I've played a few games that have questioned the role of "hero" and whether they're inherently good or not, and so I like to play with the idea of "well, what makes a protagonist good or not?" As for the maps, you are NOT the only one to have that thought and it's definitely something I need to tweak. I didn't want to play too much with the contrast, because I know different monitors will reflect light and shadow differently. Clearly, though, I was too cautious. It's on my list of things to improve on, and thankfully I figured out a way to do it that won't mess up the entire tileset. My only regret was that I figured out what to do AFTER I submitted my game (ironically, I figured it out by messing with saturation on an entirely different project!). Thank you for the feedback, and it was my pleasure to make this game. I had a ton of fun with it, and there's going to be a post-jam update that's going to include everything I had cut out.

All right, Honeynut. What I like most about this is your art style. It's definitely unique and I always love to see what designs you come up with. However, now I understand why you were so worried about being rushed to get this through. I wouldn't say the writing is bad, but for a story like this, there needs to be more of a build-up to everything that's going on here. There also needs to be a bit more character development; everything went by so quickly that I didn't actually have a chance to know the characters or get any particular feelings for them. This felt so at-odds with your other games that it was actually jarring. Pacing-wise, I think the problem is that there's no time for the story to actually unfold. It's like watching a hectic day happen at 2x speed. You can see a lot happening but you can't grasp what's happening because everything is moving too quickly.

I also think you need to re-tweak the chase scenes. The first one was so quick that I had no time to actually read any of the lore, and I was caught no matter where I went. The second and third were similar. My advice is to turn down the movement speed for the chasers, because even with dash on, it's hard to not get a game over the first time. You might also want to consider condensing the maps a bit. It felt a bit too vast and empty, and with chase scenes, I found myself running into dead ends because I just couldn't see what I was doing, nor did I have time to stop and look. I understand that you wanted to give the player enough space to run, but I think maybe having narrower corridors might have been better than huge areas that had no clear direction.

Overall, I know this game could be a banger. It's clear that you were rushed to get it completed. I think you just need to take more time with the story. Have a little bit in between some of the major events so that the player can be acclimated to the manor. Personally, I would have loved to investigate some of the events that DID happen, and I think the game could lend itself insanely well to a horror mystery. :) I'll definitely follow to see what updates you've got planned.

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Just making sure. All right. I'll see what I can do so I can get the "tree" autotiles to import correctly so I can use those in place of the trees currently acting as the map border and see how it looks. XP has some weird rules about importing; some things import well and others, for some reason, will NOT import without some kind of strange border around it even though they're saved the same way as everything else. I'll keep playing around and see if I can get them to import the correct way. Or I'll just take out a tree and put something around the exit if I can't.

EDIT: I looked into the bug you found. KV, thank you. I gave the player the wrong movement speed if they happened to survive the SAN hit. The movement speed should have been 5, but it was set to 4 at the end. I've gone ahead and fixed it up. It could be that you did actually have enough to survive the hit, which would explain why you didn't get a game over. That bug was totally on me. I didn't even notice that the speed was set to the wrong number.

Thanks for playing and reviewing my game, KV. If you mean the outdoor maps are hard to navigate, I'll definitely look into making the exits easier to see; I couldn't use some of the autotiles that might have made the borders clearer because no matter what I did, some of the autotiles I edited would come in completely black and looked atrocious. As for the indoor ones, I can say that the autotile settings for the walls makes it so you CAN pass under one square where the walls are, and I wanted to keep that in, but I can switch that setting off and try to make exits clearer on the inside too.

As for the bug... I'm not even sure how that happened, but I DO know it's NOT supposed to happen. Can you tell me what event triggered it? I thought I'd made it so anything that reduces Blobby's SAN to 0 resulted in a game over, and no one else encountered it yet, so I'm really not sure how you got it. And unfortunately, I wanted to do a lot more with the sanity system but I ended up cutting a lot of it out due to time/injury. It's all going in the post-jam update, but by the time I started cutting it, I didn't want to tear out the entire system and possibly break anything apart. It's pretty unanimous that I needed some of what I cut out.

Again, thank you for the feedback. I'm already writing down what needs to be done once the jam ends.

This was absolutely hilarious. I wasn't sure what I expected but this made me laugh so hard. Thank you so much for making this. I think my only issue was figuring out the controls for switching items and attacking, but once I got the hang of it, I was READY! Sadly, I couldn't beat the game no matter how hard I swung my weapon, but I also am not sure if it's possible to win. I ALMOST got to the store again and there were just too many! 

Definitely one of my favorites, and although there were no jumpscares at all, the game was just enough that I was uneasy throughout the whole thing. My last parting words? "Sir, your mother might be addicted to cereal, good sir."

This was a good concept and I love the sci-fi look of it. It reminded me a bit of some of the older SNES rpgs I used to play (it really reminded me of Paladin's Quest for some reason) and I liked that blast of nostalgia. However, the game is incredibly difficult and I actually haven't been able to beat it yet. I really think you need to balance the difficulty of the game, or you need to make it so enemies are visible so we can avoid them. 

With that being said, this was a great entry to try and I enjoyed how the creatures look. Setting and creature-wise, you really hit those marks head-on. The game just needs some tweaking with its combat. For your first digital game, you did amazingly well. I agree with KV in that RPGMaker might be easier to handle, and you might want to give it a try if you decide to make another rpg. What I WILL say about that one, though, is that if you do, try for MV/MZ first. The older RPG Makers are a bit more clunky and harder to tweak, and there's less resources/guides available if you need help.

Keep up the good work. Looking forward to seeing what else you create.

I really liked this one. I'm not normally into VNs, but this one was interesting enough both in story and in characterization that I want to see where it's going. Even though I tend to avoid anime VNs, I really enjoyed the art-style and I especially like the relationship between the two roommates. I do wish there was a little more gameplay, but I also understand that this is a novel AND a demo, and that there will be more in the future.

Overall, good job. The writing was really well-done, and I honestly can't wait to see the full game. I just hope there's more horror to it. :) This feels more like it's leading up to something horrific, but it cut us off right when things were really heating up. Keep it up!

Short and sweet, and for a small game, I liked this. I wish there was a little more mystery to it because I knew exactly what was going to happen immediately, but the way it was handled was great. I wish we could speed through the text a bit, but that's really my only issue with the game. I also definitely loved the title screen music. That got me pretty pumped for the game itself.

This has the potential to be a decent game, but there are a lot of issues that need to be worked out. I keep phasing through objects and that's caused the game to crash twice on me. I also went to the barn without collecting any pumpkins (just for curiosity) and found that it warped me to the second stage regardless. While that made my second and third playthrough quicker, I also keep crashing whenever I need to collect corn. I've tried this multiple times and my guess is that it doesn't matter which stalk I try to collect. 

Overall, I'd like to see more of this. I wanted to see how this goes. But with the way the game is right now, it's a bit unplayable. I did see your comment that you're working on fixes, and I wish you luck on that. As I said, this has potential. I'd love to see the finished product.

Okay. I loved this. This was amusing and I found the horror to be both subtle and ever-present at the same time. I loved how at the end of every scenario, there would be a flashback telling us what happened. This was genuinely a fun game to play, and it definitely reminded me of some of the older edutainment games I'd play as a kid. Very nostalgic. My favorite part, of course, was the giant rave going on in one of the scenarios. I legit took my time there just to hear the music for more than a few minutes.

Like Hawk, I also encountered the bug where the game freezes because I didn't do the bonus hunt. But that was the only thing I can say that isn't positive. Good job, and thank you for making such an enjoyable little gem.

I'm going to be very honest here. This wasn't my cup of tea. It was all right for a visual novel but there was very little to make it stand out. I wouldn't call this horror by any stretch; I felt more like it was a heavy-handed romance with horror thrown in as an afterthought. The UI reminded me a little bit of old Sierra mystery games, but it tended to just obscure the text more than anything, and I found myself having to rewind text because I'd miss it trying to sort through the inventory. I felt like the main character's focus on Damian bordered on obsessive, and certainly not in an endearing or healthy way. I also felt like the time-traveling portion could have been expanded on a bit, because that was probably the most interesting concept in the game.

Overall, the game needs work. It has the potential to be an amusing and interesting story, but there are a lot of tweaks that need to happen before it gets there. I would say the side characters had more of an impact on me than either the main character or Damian did.

Three words. This. Was. Perfect. I seriously loved everything about this, so much that this might honestly be my favorite game in the jam. You did such an amazing job on this that I feel it's hard to top. It was hilarious, and I believe the true horror comes from our imaginations more than what was in the game. I can't imagine how it must have been for the MC (both of them, honestly) in having to deal with the scenario they were thrown into. My RPG experience definitely came in handy with interacting with everything I could. Great job, and I'm really happy I got to play this one.

This was amazing, both in how disheartening and in how accurate you were in how this sort of theme was dealt with. I rarely enjoy VNs but this one really got to me. You did a very good job, and I'm not even sure I HAVE anything negative to say about it. The characters were relatable (even the cruel ones) and the writing was great. The implications of what happened to the MC really tugged at me, because he wasn't the only person affected negatively by what was going on. Keep it up, Limin.

It's an interesting concept with serious potential, but there's no context for what's going on and the game is not player-intuitive. I basically clicked randomly and hoped I was doing the right thing, even after reading the instructions. The sound was the only thing that registered as "horror," but after a few minutes it became too repetitive and I ended up muting it. If there were more consequences or if you could see the effects of radiation as more than just buildings disappearing, that would be an ideal place to throw in the spooks. Otherwise, it just looks like a very basic version of Sim City that glows in the dark. Again, interesting concept but there's just not much to it yet.

I don't know how you do it, but every game of yours I've played has been gold, and this one's no different. This was amazing and hilarious. The writing was spot-on, and the sound/music was enough to keep me on edge when it really counted. Overall, this is a top contender as my favorite game in the jam. 

With that being said, I do wish there was more we could do to get rid of Mason. It felt like all of my attacks kept missing, so my only real option was to throw items with a 100% chance to distract him and run. Even items with a 75% chance kept missing. This made it really difficult in the elevator where it felt like I HAD to defeat him. I'd already used my torches by then, so it was a battle of attrition. Where everyone died, except the main character (oops). I'd say the only tweak is in the chance rate for attacks/running, because it can be frustrating to miss ten times in a row. It reminds me slightly of Morrowind's combat system, which handled it via dice rolls but still came out similarly to constantly missing because of low accuracy/bad rng.

Still, I loved it. Keep up the fantastic work.

All right, that's what threw me off, then. I thought I'd tried to open it, but I'll give it another go and see, because I DO want to see the ending. Let me know when you get the audio going, I'd be interested to see what your choices are going to be. :)

:O Oh, really!? I thought it was another puzzle where you had to change the time and I just didn't have the right item/note to activate it. Thank you. 

I wouldn't worry too much. That made it funnier for my first try of it. I was like 'okay, E is normally the interact button.... OH GOD IT DOES NOTHING AND I JUST LOST HEALTH!" THAT was a definite panic moment. :)