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Some things in this game are fantastic: the door physics for a 2D game, the "height" system like being able to go down into the water or climb over the wall to get out.
The game feels very unique, and the horror + humor setting works really well.

The only downside for me was the gameplay itself: sometimes it’s hard to tell if you’re actually hitting something with the axe, or if some objects are being hit by the eye beam. Also, in the WebGL version the game always crashed for me when I hit the body in scene 2

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Thank you for the compliments and criticism! I'm glad you liked the water, and the door physics (even if they're a bit janky as of now). Thank you as well for checking out the sewers and going through the tedious process of accessing it through the scene menu, I'm sorry that the game crashed in scene 2 but I'm thankful you let me know about it. I'm also glad you feel the horror and humor worked out well!

After the jam has ended I'll be going back and smoothing things up like hitting something with the axe, I didn't consider the eye beam feedback but now that you've mentioned it I'll be going back and fixing that up as well.
That crash should also be taken care of by the time I can update it. The crash happens when a table or object that the corpse knows about is destroyed. I assumed my code for it would've worked but testing it in the debugger didn't allow me to realize that I couldn't use the objects as keys in a dictionary since they become "PREVIOUSLY_FREED" instead of stuff like "table".

You mentioned how you encountered that crash in the WebGL version, did you try the Windows version and it didn't crash? When I was testing the game after hearing about the crash I noticed both versions crashing but I want to know your deeper experience with it.

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yes, the WebGL version crashed for me three times at the same point, but the Windows build worked without any problems.

Maybe I didn’t hit the table, I’m not completely sure about that.

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Thank you so much for going out of your way to try the Windows build when the WebGL version crashed, it means a lot to me. And thanks for replying, even though it might not be the issue it makes it way easier on me when checking crashes and bugs.