Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tzeryushi

189
Posts
24
Followers
14
Following
A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

I really enjoyed the atmosphere you've created here, even if resource managers aren't really my thing. I wasn't really able to discern whether the shape of the ship mattered all that much - I found the most success in filling up the entire screen with modules, as there didn't seem to be a limiting factor in that regard (I assume this might have some bearing on the severity of certain events, as one time 200 people just popped aboard my ship in one go). I guess if there is more depth to these systems, I didn't catch onto it. Furthest I managed to get was year 26, where I lost because people were mad I killed some fish to keep them from starving - ungrateful lot. Anyways, I appreciated a lot of the aesthetic choices and the intriguing worldbuilding. Great work!

Yeah, we definitely ran out of time before we could put mechanisms in the game that could communicate exactly what each tool does and what the symptoms imply. It's on the top of our list to clarify the game systems for a post-jam release. Thanks so much for playing, glad you liked it!

Very cool, loved the character design, especially the diegetic UI pointing you where to go. Super neat aesthetic as well, would love to learn more about the story of this world! Only wish that there was more to do/explore. Excellent work!

Love the comedy and the horror of this! The little screech the monster makes after he sits down sent me. Engaging premise; loved babysitting/poisoning this little dude, good work!

Very neat! Super cool moment finding out what was making all the noise in the warehouse as I turned the lights on. Would love to see more in the future! Great work.

Right off the bat, great atmosphere with the sound design. Instantly created a strong, uneasy feeling. Unfortunately this waned over time as I realized there was no real threat, but with some escalations and environmental changes, you could really nail the creepy atmosphere. Great work, hope you keep working on it!

Good stuff! Once you round out the rough edges, this'll really shine, I think. Really liked the TV jumpscare! Nice work.

Thank you very much! We honestly wanted more tools, but we were restricted by time.

Thank you for playing! Appreciate it!

Thanks so much for playing! Godot solidarity! Yeah, the monster chase was thrown in at the last second for the purposes of having some sort of ending, didn't really have too much time to tune it; it's on the list of things I want to clean up. Super pleased you enjoyed it!

Thanks so much for playing! Was worried the speakers were droning on a bit without saying a whole lot. Glad you enjoyed it!

Promising start! I'd recommend changing the hide key though; unless it was placed far away for a purpose, H is a little out of the way to reflexively use during gameplay. Great work on the atmosphere, concept art was cool, too. Keep it up!

Love that little creature. Had trouble close to the end keeping everything straight in my head, thankfully the little guy was very lenient with me. Really enjoyed the horror elements juxtaposed against the comedy of the situation. Great work!

Damn, Dad is a weird guy getting up in my face like that

Nice work! I had a little trouble seeing my mouse at times, but other than that, solidly enjoyed this one. Excellent!

Dang, never thought I'd get to be the laugh track in Rabbits! Very interesting stuff, though it did test the limits of my unfortunately short attention span. Regardless, I enjoyed this experience, and you've kind of inspired me to try and adapt some more Lynchian influences into my own work. Excellent job!

Very cool and unique take on the theme! I would love to see this fleshed out. I struggled a bit with the range and direction of the flashlight at first, but once I figured it out the game really clicked. I did find that I often ended up relying on the footstep sounds more than the screen at certain points, though. Regardless, this is a neat and enjoyable experience. Great work!

Interesting stuff. I like it when devs play around with breaking the 4th wall, but I think you might end up scaring people off the game with the windows notif sound. It definitely made me think twice when I heard it. Kind of a more stressful horror that I'm not too keen on feeling. If you spend more time preparing the player for that kind of an experience, I think the moment might land a little smoother.

I encourage you to keep exploring these types of ideas though! Just be mindful that people are trusting you when they download your game, but it's generally a wary trust. Still, you had some creative ideas here, and an intriguing, if not a little confusing, plot. Good work!

Nice work! Definitely takes advantage of the claustrophobic environment. With a little polish, this game could definitely shine bright! After a few plays I did notice that I could wiggle around the windows  at the front of the house to pop yourself upwards a bit; this gives you enough elevation to phase through the collision, allowing you to skirt around to the front door very quickly. Got an 8 second speedrun!

Regardless, if you tackle some of the bugs you'll have a nifty little horror experience. I enjoyed playing, good job!

Yeah, Papers Please is an obvious inspiration here. Funny story, the text generation was actually an accident, but I kept it in because it looked neat. Thanks so much for playing!

There was a lot of developed content that we had to cut from implementation due to time, hopefully after the jam we can get some of that implemented. Thanks for playing! Loved your game!

Thanks so much for playing! Glad you liked it!

Nice narrative experience! The horror of tedium is a under explored concept in the gaming space, in my opinion. My main criticism of the game might be that the physical environment is underutilized; you could really drive home the point by having the player perform more of the monotonous daily tasks in the world, rather than have them pulled along by the story, which doesn't seem to mind what the player is doing outside of responding to prompts. Also, I managed to fall into oblivion after walking out the door while talking to my mother. Metaphor?

Regardless, interesting concept. I really liked when I could see visual changes in the world after making decisions. Good work!

Dang, the world ended just because I was sleepy...

Very cool! Great exposition and establishment of the setting. I played through a couple times but could never find a way out of the room that didn't end in death; I assume that's all that's in for now. Really makes me want more, I'm hungering for some plot resolution!

Anyways, great work!

I enjoyed this a lot! The shaders in the sewers added a nice touch and complimented the story metaphorically. I also enjoyed the TV dude's model. I'd recommend having a little bit of light on in the scene when you first load in to the sewer, however. Rad that this is your first 3D project, we're alike on that for this jam! Great work!

Impressive stuff! The art coherently establishes the analog aesthetic and wraps up a very well-executed experience. And you even put in some easter eggs! Really enjoyed this one, great work!

Genuinely fantastic horror experience! The gradual build in dread as you continue to fix the TVs, knowing something is coming, was well executed. Sound was great, the music was well utilized; everything you did here came together to make a great game. I tend not to jump much, but you definitely got me with the door scare when I tried to leave the house when being chased for the first time. Well done!

Thanks so much!

Cool visuals, off the bat! I was instantly taken in by the aesthetic. However, after a number of restarts, I still couldn't figure out how to progress in the game. The furthest I managed to get was cutting off my own finger, and then waiting for my opponent's turn, which seemed to never end. Whenever a dice was rolled, I never saw any indication of what was rolled, so I wasn't quite sure what to do.

Really hope you all come back and flesh this one out, because it's got a striking visual style!

Awesome!

This game is oozing with style! Great visual direction and voice acting. I'm not a huge fan of a lot of the puzzles basically boiling down to trivia knowledge, but I really enjoyed the waiting one.

I don't know if it's my penchant for being where I shouldn't, but I managed to softlock myself a few times; I headed backwards through the vents into the first room after going through the door and got stuck behind the cabinet, and you can very easily get stuck by heading back through a closing door. I also encountered a consistent bug where if I interacted with something in the next room after dying, it would reset me to the last spawn point, behind the recently closed door. While I'm nitpicking, the distance blur is a little brutal at times, and might benefit from being tuned a little, but that's mostly personal preference.

Regardless, fantastic work, especially for getting this done in only a week! Lots of cool ideas in here. Really enjoyed playing!

Short and sweet! I liked the pixelation effect that ramps up based on proximity. Atmosphere was good, but I think the consistently timed laugh took me out of it a bit. I think adding some variation there would go a long way. Otherwise, nice work creating some neat visuals!

Cool stuff! Really liked the lighting when the saucer was overhead.

If you're looking to squash bugs, the first time I played I got softlocked outside when I closed the door after looking at the saucer, and I couldn't get it to open again. Also, the first time the alien ran past the window, he was sideways; not sure if that was intentional or not.

Nevertheless, good work! It seems like you're planning on fleshing this out more; I'm excited to see what you make. Keep it up!

Invokes a strong sense of atmosphere right off the bat. I just wish there was more to explore! I'd love to see the story line unfold if you plan on expanding this. Good work.

Great atmosphere! A well-polished and formatted experience. Makes me want to explore this world some more! Nice work!

Thanks for playing! We interpreted the theme as a "screening", as your job is to filter out threats. Glad you liked it!

Awesome stuff! The art and animation are top notch. I encountered a few hiccups here and there, but the gameplay was engaging enough to keep me trucking through them. Excellent work!

Fun stuff! Definitely got my heart racing as the screen started to fill up. I had a bit of trouble with dealing with monsters that had the same answers though, as I'd want to be targeting the one that would reach me first, but I'd hit another one instead. Still, super enjoyable and exciting to play. Good work!

Interesting idea, reminds me somewhat of Reigns. I struggled a bit with preempting the consequences of my actions, and I think I hit a bug that made it so I couldn't use the cards on the scenarios any more. Still, a novel concept. Nice work.

Good work! I like the mechanic you made for getting ammo. I think the game would benefit a lot by having a wider viewable area though. Getting upgrades felt good though, and I like how they varied and weren't only stat increases. Nice job!