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A jam submission

InvisionView game page

Vision-centric puzzler in the mood of Doctor Who
Submitted by TreetopGreg

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Invision's page


CriteriaRankScore*Raw Score
Gameplay Innovation#193.4293.727

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Spoiler Level

Minor Spoilers

TV Show Name/Season/Episode
Doctor Who and the general idea behind the Weeping Angles

IMDb link to episode

Episode description
Weeping Angles are the alien race that resembles stone statues when you look at them. When you look away, or even blink, they become one of the fastest and deadliest creatures ever.

Please list any pre-made art/music/other assets that you used.
The background music I made for another game.

How many members in your team?

Team of 1

List your team's social media / website links!

Anything you want to say to players before they play?
The game doesn’t have very explicit tutorial, but the voiceover, despite its poor quality, should proof sufficient at hinting things. Also, you can run on shift as well, I just find it uncomfortable, so you can also run on spacebar.

And lastly, open doors display an interaction prompt even though it does nothing. Heh.

Have fun!

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A little late but I uploaded a review video to youtube and your game is a part of it! Check it out here:


Cool game and descent "run from wheeping angels" episode enterpretation.

My only problem is that in "wireing" puzzles if I don't solve them right from the first try they just stuck - no way to undo the wrong wireing and so I have to restart the game.


Sorry, unwiring would seem a bit buggy. You can click on the arrows to remove current wire or press ‘E’ to exit the puzzle.


It was too laggy to play properly on my computer (some graphics settings would be good)! I think checkpoints should be after puzzles, so we don't have to redo the puzzles over and over.

I might be a bit of a noob, but I couldn't get past the first monster that attacked me haha. On the first time I played the shift to freeze kinda worked, but after reloading the checkpoints I couldn't outrun the monster and shift to freeze didn't seem to work.

Developer (1 edit) (+1)

I’m sorry for the lagginess. I suppose you could try the browser version, as it seems to be a bit more lightweight.

The main mechanic revolves around looking. Shift is just for running. You look at the monsters and they freeze. So yeah. Maybe I should hint the shift-running later on, so it doesn’t confuse the player too much.

Thanks for playing!


That was cool!

I loved the theme, very well done.  I really enjoyed the mechanics a lot, it was simple but fun.  The checkpoints not working was a bit sad but, it wasn't super far back to go, so I forgive you =D  I'd love to see this expanded a bit more!

Great work!



Just updated version 1.2, fixing checkpoints (again) and adding a few visual hints.

Weeelll, I might continue the development, but it didn't get much attention, so I'm not sure it's worth it. We'll see later on. 


Overall a pretty good game. I played the v1.1 and now tried the v1.2.

The door opening puzzles are simple and can be done fast after getting the first one right. As I understand they're a secondary mechanic so it's fine. Maybe they could be more complicated in further levels. Take this with a pinch of salt as I don't usually play puzzle games.

The main mechanic of freezing enemies is interesting and can produce interesting levels. I like the introduction of the "freezing alien" in the part where there are two pressure pads to open a door. But I haven't been able to complete it since there's only one enemy and can't find any rocks. Perhaps having died one time has something to do with it.

The first time encountering the "freezing alien" I was a bit afraid to get close to it, maybe something can be done to make it more friendly/understand what it does other than the green color on the area. In the same level, when opening the door to acces the second "freezing alien"  I feel some  audio or visual (or both) could be used to make it clear that a door has been opened.

The graphics are clean and the voiceover helps guiding the player. At the first corridor there's some audio overlapping when interacting whith the door, I'm not sure if it happens always or it depends. As a suggestion in case you keep working on it I would advise you to add subtitles to make the game more accessible.

Developer (1 edit)

Thanks for your feedback!

Hmm, dying shouldn’t normally affect the progression of the last puzzle room. Are you sure you properly explored the leftmost sub-room (which opens after pressing the bottom-left button)? Maybe I should make more emphasis on a mechanic that spawns new enemies, so it becomes more consistent.

I feel like green color will break the visual style. Maybe I should introduce cyan/blue as ‘ally color’ earlier on, somehow. Right now the color distinction between things is not very clear, I agree.

Voiceover overlap happens always. I haven’t implemented the system to interrupt current sound when the new one is played :P But, the first two rooms should be the only places where this is possible.

Subtitles seem important, I had them planned originally, but they weren’t fitting in a time constrain and I kinda neglected them. If I take this game further, subtitles are a must, obviously.

I loved this game. I love Doctor Who, and I love the weeping angels. This was both fun and terrifying. The voice over was a nice touch, too. I enjoyed the door puzzles, though they all seemed pretty easy. Also, thank you for the checkpoints!

One problem I had was the lagginess of the game. I'm not sure if it's just my potato computer, but I feel like it shouldn't have been so laggy. An options menu to turn down the graphics would be nice because it made it pretty difficult to play. At times the voice over was hard to hear because it was overpowerd by the music and the hissing of the angels. The angels also seemed a bit touchy, and if the center of my light wasn't on them, they would come after me.

In the beginning (specifically the second door) I had trouble figuring out what to do. I didn't realize the thing by the door was a button I could interact with. I also had some trouble in the same room. Once I opened the door and went in, the voice over made it sound like the door was supposed to shut behind me even though it didn't. I wasn't able to do the next door puzzle because of the angel, though when I respawned the door was closed.

A bug I ran into was when the door moved up while an angel was on top of it. It flung that angel into the air rather than closing him in the previous room. I thought I was safe but I think the most terrifying thing I've experienced in this game was a weeping angel suddenly dropping from the sky.


Thank you for your feedback! I am almost finished with the final version (at least for the Jam), and now I can see a few new things I can squeeze in there.

Were lags universal or in spikes? Maybe they occurred in certain rooms (main concern is the Crystal Room)? Crystals are quite expensive (fixed in upcoming version); World Events (how voiceovers are triggered) perform very intensive operations during one frame (fixed); Saving - same thing (this time it’s fine, saves occur in safe points), all lightning was dynamic (fixed, eeeh, presumably).

So maybe you can define where the problems occur, so I can deal with them.

The lag was throughout the entire game for me, though it definitely got worse at certain points, mainly around weeping angels.


I really liked this one! Very cool use of the Weeping Angels! Only problem I had was a few times I thought I was looking right at them but they would be attacking and kill me. Wasn't an issue often, but happened about twice during my playthrough. The simple puzzles to open the door were a nice addition as well. Checkpoints were spaced out well enough not to be frustrating if I failed.

Really cool game and I had a lot of fun! Great job!


The gameplay is quite clever! The angels do move fast, and are quite scary when they fly towards you! The atmosphere is very Doctor Who, well done! Allons-y! :D


Thank you  for your comment!