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Okay, so the art and story is great, humor much appreciated. But damn that guy with the white eyes scared me.

If you're gonna do a spot-the-difference kind of game, I think it's a really good idea if you tell the player what they missed if they say "normal" but there's an anomaly. I gave up trying after 4 runs failed, and each run failed I had no idea what I had missed. Things like the shadow man, cheese, or the hands on the window are easy to spot, but apparently there was some really well hidden object that I just could not find.

Apart from that I think you could improve the door opening/walking animation to make it less obvious that you're just teleporting back, and the kitchen countertop had some annoying Z-fighting.

Thanks for playing!

There are three possible anomalies outside of the apartment (visible through the window). Other more "subtle ones" are the faucet drippping blood, bug on the kitchen floor, one of the photos moving, and different movie title on the poster.

The "walking through the door" animation proved to be somewhat tricky. The player can approach the door from different positions and angles, and If I just let the player go through it would be difficult to trigger some of the anomalies (as they are decided based on what you did in the last room). If this was a "big" project I would have worked something out, but because it's  a game jam, and I wanted to have the main game loop finished by the second day, I just disable the player collider, and  played controls and move them through the door.