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Aces Games

A member registered Aug 02, 2019 · View creator page →

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Recent community posts

Thank you for your second video.

Good suggestion about Elizabeth, but I want her to walk around. She has scared some players in the past, because she sometimes had followed the player and sneaked up behind the player. I like to keep that element in the game including other behaviors as looking out the windows or playing the violin when she has it.

Again, I’m sorry about the bugs. I knew exactly what went wrong, when I saw them.

The lantern problem occurred, when you pressed E on it, while the black cursor was active. Just like when you collected the items from the Zodiac Box (I will fix it so you can use left click as well in the future to collect from the box). I have never even thought this could happen. I can easily fix this.

The key bugged on you. You don’t have to collect one at the time. That would be lame, as you already mentioned. The reason why you couldn’t pick it up at first, was because of you had a full inventory. There is a hidden counter inside the code, which should be equal to 15 if your inventory is full. And subtract by 1 when using an item. Somehow it got out of sync. I will look into that.

The box you found after using the shovel isn’t important yet. You are actually the first who managed to find it.
I will add better-quality textures to the game in the future. That would give a boost to the graphics.

I’m glad you liked my game. It means a lot to me. Again, thanks for your help. I would never have found these bugs on my own.
Take care

Thank you so much for your video. Very thorough playthrough. I like that.

Well done on completing the first chapter.

First, I want to apologize for these bugs you encountered.

Elizabeth has had several adjustments in the past, and I’m not done with her yet. She used to start patrolling again after talking to her, but then people accidently got stuck in corners instead. I will try and make her behavior more natural, when I have the time.

The books don’t describe the chess puzzle. They are only for the Clock puzzle. The purple chess pieces aren’t important. It’s because they are missing materials. I have just been too lazy to fix that 😊

I have never noticed the crowbar in the intro, so well spotted 😊

I’m hoping to catch that glitch you had in the mine. I suppose you did press “F”, for enabling the lantern?

Lastly, I want to thank you for rating my game and I’m looking forward to watch your video tomorrow.

I totally agree with you. I have also received bad ratings without any comments at all. And I'll bet they haven’t even downloaded the game. I don’t mind criticism at all, but I accept the rules . However, I still think this rating system is a joke. Us developers should make a 5-star handshake to solve this problem. I’ll guess some might have already.

I’m glad you found my feedback helpful. I wish you good luck with your game and future projects.

Hi, I Played your game. Here are my personal thoughts

The game is very well made. I can tell a lot of time and effort has been put into this project. I definitely see a lot of potential.

Unfortunately, I got a little disappointed, because of the one-shot monsters at the very beginning of the game. That ruined the whole game experience for me. And no, I’m not a newbie. I have finished a whole lot of games in my life on hard+ difficulty.

If you want to keep the monsters, I suggest at least to give the player a chance to survive a couple of hits and an option to flee. You could also make a danger indicator UI, which shows up on the screen, when you are near an enemy. Another solution could be implementing weapons, but I don’t suppose that’s what you are aiming for?


  • From what I experienced already, I like the game plot/story
  • Nice detailed 3d models.
  • Very nice level design.
  • Most game mechanics seemed to work smoothly
  • The game menu UI looks very nice.


  • I wouldn’t recommend having monsters like that in the beginning of the game. Many players will have a hard time. I suggest you gradually introduce the player to new game mechanics as the player progress.
  • Binding new input keys doesn’t work properly (I wanted to rebind the crouch key from “ctrl” to “c”)
  • Flashlight was a bit too bright. The spot made some objects totally white and hard to see. Sometimes it was better to turn the flashlight off.

Based on you have made all this singlehandedly, I have to say. Very nice work. Such a shame I couldn’t play it to the end. Maybe if you would make it a little bit easier, I would definitely give it another try. I hope you find some of my feedback useful. 

Keep up the good work!

Thanks for your long playthrough. I do actually prefer unedited videos.

Good job on finishing the game and sorry for the bugs and crashes!

I will make it, so when lighting the candlewax from the inventory automatically puts the light back on.

The chess puzzle is about setting the board up for play and it is optional.

The crash, when exiting the house is new. I think I know why it happens. I will fix it as soon as possible.

The outside level is a bit laggy, when leaving the house and also in the cutscene. I think it’s because of the water effect. I’m definitely not happy with the water effect, and how it looks. I will work on that.

The last key was in the left burial chamber to the right of the coffin. I will probably find another spot for it in the future.

You forgot to blow up the large boulders with dynamite 😉

I’m glad you find my game interesting, and I will of course add you to the credits list.

Thanks for your playthrough and feedback

Good job on finishing chapter 2 and sorry for the bugs and crashes!

I have been playing around a lot with Elizabeth’s AI, and I’m far from done. I want her behavior to become more natural. Likewise, I want her to look out the window or play the violin as well. For the moment, she just stands, which is better than blocking the player.

The crash, when exiting the house is new. I think I know why it happens. I will fix it as soon as possible.

The compass gets enabled, when you find and equip it inside the house. It’s now one of the main objectives.

In the latest version, I have disabled the possibility to enter the house, when starting in chapter 2 for the moment. Because it does just as you experienced. In the future/full game, the player has to enter the house again. By that time, the house will become very haunted.

At some point, I will replace the chapter selection option with a save / load feature instead. The chapter selection option, is meant as a shortcut for you guys
The outside level is a bit laggy, when leaving the house and also in the cutscene. I think it’s because of the water effect. I’m definitely not happy with the water effect, and how it looks. I will work on that.

I noticed a bug, when you couldn’t pick up the last plank. It’s hard for me to tell what exactly went wrong. I will add it to my bug list.

The ghost at the bridge is not complete. That’s probably why it didn’t scare you.

You did fine with the Knight’s quest. I have not finished writing the questline for it yet. That’s why you got ignored by the Knight. I need to find some ideas for the quest 😊

I’m glad you still find my game interesting and I hope you will be ready for chapter 3.

Thanks for your feedback!

You shouldn’t feel bad. You helped me more than you know. Of cause, I enjoy watching when people succeed with the game, but it is also good for me to see how others play it. I can test it 1000 times, but usually I play it as it should be played, because I know how the game is.

About the cube puzzle – There are 3 notes total. You missed the major note on the shelf in the basement, which had two lines instead of one. I agree, I could make some of them with pictures. In fact, I did consider that, but choose the easy way with text. I might make it in the future.

The Chess Puzzle key – I’m sorry. That’s me being stupid. I forgot to disable an invisible collider blocking the table. That’s also blocking the players ability to pick things up through the collider. The reason I put it there, was to prevent the player accidentally walking on the chessboard.

I should prevent the player to enter the house again after starting directly in chapter 2, because the house will behave as you restarted in chapter 1. The player starts by the front door instead of the bedroom.

You were mentioning some pointers for help in the game. The journal is your friend here. I didn’t notice you reading in it once you got outside. That’s the problem, because it tells you what to search for.

You missed the last level underground, which were hidden beneath the ruins.

I want to thank you again for helping me out, and I’m glad you liked the game. Even though you didn’t complete it. I’ll bet you do that next time.

Thank you for taking your time to play my game.
First of all, I am very sorry the game crashed on you. I will look into that problem and hopefully be able to fix it.
With these lets-play requests, I’m testing the game mechanics/stability, but also the game difficulty. I want the game to be hard, but not impossible. I do however consider making a difficulty option in the beginning of the game.
If you want to give it another try, I don’t want to spoil anything. If you need help, please let me know.
I hope you will give chapter 2 a shot as well. That’s a bit easier in my opinion.


Thank you so much for a good long playthrough. (Longest I have watched video so far)

You finished chapter 1, well done!

About the chess puzzle - You had the black knight and bishop on the top right wrong. Those should have been swapped. Don’t worry too much about this. The chess puzzle is optional.

About the violin – I have been playing around with some of the item positions, and I’m not really sure where to put all of them yet. That’s why it seemed weird for you to find the violin, before you’ve even met Elizabeth.

About the clues – Well it depends on the player, I guess. Some people have trouble and others think it’s a piece of cake. You didn’t use the hint function in the journal much. That would have helped you a lot. I do however, thinking of adding a difficulty setting at the beginning of the game.

About the wandering feeling - Many modern games are very straight forward, and not challenging enough in my opinion. Typically, you have an arrow to follow where you need to go. That’s not the kind of game I wanted to make. And because I’m an old school gamer, I wanted to build the game in a style as games were back in the day.

I am currently working on a Save/Load feature, but I am having some issues, but I am getting closer. I know it is annoying for the player to lose their progress. That’s why I made It possible to begin in chapter 2. The chapter two begins when you leave the house. I did actually make a notification screen whenever a new chapter begins. I just forgot to turn it on before I built the game, because it was annoying me as hell, when I did some testing.

I'm looking forward watching you complete the game.

Hi fellow dev. I just finished you game. I enjoyed solving the puzzles.

I recognize this style of game design. It seems you have been inspired by Jimmy Vegas.

One suggestion - You should attach the flashlight onto the fps controller’s camera, so it doesn’t act weird when you look up and down.

Keep it up!

You finished chapter 2. Well done!

There are only two puzzles in chapter 2, and they are not chained together for the moment.

I did notice some minor errors in the game during your playthrough. The compass is not meant to disappear. I guess it happened when you closed the map. Likewise, with the nails which got dupped. They should become consumed instead. I think I know why this occurred, and shouldn’t be too hard for me to fix.

The reason the trees were missing their roots on a distance, was because of the quality setting was set to low quality.

Now that you mentioned it, I do admit the bats sound a bit like seagulls. I will try and do something about that.

The last key was inside the burial chamber to the left, on the right side of the coffin.

Last, you forgot to use the dynamite, on the boulders inside the Workshop area.

Thank you again for helping me out. I hope it was worth your time.

Thank you for playing the first part.

You didn’t find the lantern. That’s why you couldn’t go outside.

The journal has hints. Including the one for the zodiac box. The hints have been improved a lot since the first time you played.

 The lighting in the game is not the greatest atm. You missed a couple of items because of that. I admit the candle light isn’t at its best state atm.

I am working on implementing another lighting feature within Unity, which looks a lot better. But it doesn’t work properly yet unfortunately.

 I am looking forward to chapter 2 😉

Hello there. I have finished your demo, and I loved it. I must admit I had some trouble, but I refused to give up.

I have seen a couple of your Youtube videos as well. They were very informative for a developer as myself.

Here’s my feedback and please take note that this is just my personal opinion.


  • Cool Logo intro. Well made.
  • Puzzles. Hopefully more to come.
  • Nice assets and well-polished.
  • Great story and atmosphere.
  • Your human models look awesome. How did you make these?


  • Very slow movement speed inside the dirt area and it seemed pointless in the demo.
  • Inventory hotkey on ESC.
  • Mouse sensitivity was a bit too high.
  • Camera locks when looking too far down. Then you will have to step back.
  • Lack of ambience audio and random SFX. I think the game was very quiet.
  • Missing subtitles. I did have some trouble hearing the dialogue sometimes.
  • Missing a hint option for solving the puzzles.

I hope you will take some of my feedback into consideration. Perhaps you have already. You do have a great foundation for a good game.

I can’t wait to play the finished game. Keep it up.


I have completed your game, and it was great. Nice graphics as well.

I love puzzle games. You should definitely add some more puzzles.

One thing I want to mention. You should add an indicator on interactable objects. So, the player knows they are important.

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Hi John. Thank you for letting me know about your game.

I have played your game and here are my thoughts. Please take note this is just my personal opinion.


  • Very creepy
  • Cool game menu
  • Nice assets
  • Very well written documents inside the game
  • Good storyline / plot


  • As others already mentioned. The flashlight was acting weird.
  • The flashlight stopped working at some point. I don’t know if I was supposed to find batteries for it?
  • Ambient sound was too loud. It just became very annoying in the end.
  • Too dark in most areas
  • Mouse look wasn’t locked while looking at documents.
  • Very slow movement speed.
  • I received a glitch. It said “Lighting needs to be rebuilt (12 unbuild objects)” in the top left corner

All in all, I really like what you have created. And in such a short period of time. It seems like you definitely know what you are doing. I hope your audience is growing.

Keep up the good work.

I can’t wait for your next project.

That's Awesome

I'll give it a try and report back to you.

Great start for a game. I love puzzles and I am hoping for more. Keep it up!

Hi fellow developers

I have just finished your game and here are my thoughts


  • Very well-made assets with high quality textures.
  • Great atmosphere. Perhaps a little too dark, but I can live with that.
  • Good quality sound effects as well, but the thunder SFX was a bit too high IMO.
  • The “dream” scenario was really good. That jumpscare got me.
  • No lags or bugs


  • The interaction with doors was a bit annoying. They wouldn’t open if you stood too close.
  • That monster, the player has to avoid and later kill. I am not a big fan of it just appears in front of you, and you can’t do anything without the gun. Be careful not to lose players here. Because it can be a bit frustrating dying 20 times in a row.
  • Missing the multiple-choice possibility. The player is forced to do events in a certain order.
  • No backstory. Things just happened randomly. I suppose it will come along in later versions.
  • Food steps sounds. In my opinion, you need at least an array of 4 audioclips, to make it sound good.

All in all, I think it was a good game. Especially before that monster showed up. I am looking forward to chapter 2 😊

Keep it up guys.

Hi Random LastStand

Thank you again for playing, and for your feedback
Hehe – You have to be patient for the church, I haven’t made the inside part yet. 😊
About the inventory. I am afraid of implementing a drop system, because the player might accidently drop an important item and wouldn’t be able to find it again.
However, I was aware of this issue and I have already made impossible to collect more equal items than needed in the current version. Likewise, the unimportant items automatically get deleted, when changing between levels or solving puzzles.
I needed to add multiple tools in the mine, because they can be hard to find, if there only was one of each.
You did well on the Knight’s quest, but the quest isn’t totally finished yet. That’s why he was rude - haha.  
I need to come up with some kind of reward for the player. Don’t exactly know what yet.

I am really glad you got hooked for more, and I will definitely let you know, when chapter 3 is ready.

Hi Katy

Thank you so much for playing. I have replied to your Youtube channel

Hi PseudoGrimm

Thank you so much for playing again and for your feedback.

I am sorry about the freezing bugs you were having. It totally ruined your game experience. I feel so awful when watching this bug. It occurred when you pressed ESC in dialogues/cutscenes etc. It took me a while to locate the issue. I have removed the ESC function for the time being. However, you should be able to Escape starting intro scene without any problems, because it runs on another function.

You were saying the game wasn’t horrorish enough. I will take that into consideration, because that’s not what I want it to be. I am aiming for that spooky atmosphere with some creepy elements.

So, if you have any ideas, please let me know. I want to make the game even better.

I noticed you were able to see everything with a bright light. The game is supposed to be much darker. Especially in the mine, you shouldn’t able to see longer than 4 meters ahead of you, while the lantern is enabled. Otherwise, it is supposed be totally dark. Perhaps that’s one reason, why the game didn’t seem spooky enough to you.

Finally, there was another puzzle behind the crypt barricade, but the chain isn’t complete yet. Therefore, not important yet.


Hey Neville

I have just watched your playthrough and it was alright just recording chapter 2, since you already have recorded chapter 1 twice.

You mentioned the compass was missing. It should have been available from chapter 2’s beginning. So That is an issue I’ll have to look into. Shouldn’t be too hard to fix it. The player should start at chapter 2 with the Lantern, Compass, Full Health, Map and Matches.

Inside the mine, I noticed you’ve had significant lag spikes from time to time. I need to investigate that thoroughly.

I have just found out, I had two “mines” on top of each other. I have removed one of them of course.

As the player falls into the mine, I am planning to make some earthquake sounds and some camera shake, to make a bit more realistic.

Another thing was your view distance in the mine. You were able to see from one end of a tunnel to the other. It’s Unity’s weird way of lowering the graphics. This I have already fixed, so it won’t be possible anymore.

You forgot to blow up the rocks 😊

Last but not least, I want to inform you, that you can sprint holding down Shift.

Thanks again for all your help so far.


Hi Exo, it’s been a while. Thank you so much for playing again and for good feedback!

First of all, I want to inform you that none of the items can't be used as a weapon yet. I did play around making weapons and killing enemies etc., but the feature isn’t implemented yet. I forgot to disable the “Tab” key information.

Some of these glitches you were experiencing, was probably because of pressing the “ESC” key in dialogues/cutscenes etc. It took me a while to locate them. Luckily you were able to continue the game. My game totally froze when it occurred. I have disabled the ESC function in dialogues for the time being.

About the inventory, I am afraid of implanting a drop function, because a player could drop an important item by accident and probably won’t be able to find the item again. However, I am working on a function, which prevents the player from picking up more items than needed. Likewise, the game will delete unimportant items after solving a puzzle or when leaving the house.

The chess puzzle is now optional, and it is all about setting up the board.

The violin issue seems strange. I will look into that. I suppose you delivered it?

About the basement – Well there is definitely more to come.

The mine wasn’t in my plans at first. I created it during the Christmas holidays, and I wanted to make it as a sidetrack to the main story.

Thank you for offering your help as a voice actor. I will definitely consider that, when I have a manuscript.


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Great playthrough. Even I get caught on those jumpscares now and then, even though I know where they are. :)
As we already discussed, I will try and make the item handling a bit better. Furthermore, I am planning to make a hotkey for the maps.

Thanks for your offer. I have sent you a mail.

Thank you! I am glad you enjoyed my game.

To tell you the truth, I didn’t have a lot of activity, when I first launched back in August. 14 days after launch, I started to post on reddit, game dev discords and so on. That didn’t do much. Later I wrote emails to at least 100 youtubers, who typically were into indie-horror games. That seemed to do the trick. I peaked with about 350 views one day.

They say the easiest part is to develop the game. The hardest part is to get people to play it. So, you have to do some work, to get your game noticed. After all, we are competing against at least 200.000 other games out there just on Itch. It’s a rough business. 

I really hope it will work out for you.

Your game looks promising. When I have time, I will definitely give it a try and report back to you.

Thanks for your interest. It means a lot to me.

Yes, you guessed it. There will be a lot more to come. The outdoor section will probably be implemented in January if everything go as planned.

I am glad you like it, and thanks for the follow!

Thank you for playing my game and for your video!
Good job on finishing the game!

I am glad you found my game interesting.

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You got that right. Great games (the first ones). Actually, in my first game-project I did create a level of the first Thief game. It was for a school exam. I have never finished it. However, I am still working on it from time to time.

Thank you so much!

Maybe I can release it on PS4 at some point. I hope so.

Thanks. I am glad you liked it.

Thanks a lot!

Thanks for playing. I am glad you enjoyed the game.

Yeah, I guess you are right.

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I am sorry the game didn’t work out for you, but thank you for telling me!
I have already mentioned in the game description the game is untested on MAC. You are actually the first one who have reported back to me.
I am not having high expectations at all. I thought Unity would build the game for Windows, Linux and MAC (64 bit) by default. I know now, that's not the case. It requires a separate build for MAC.
I have removed the MAC availability icon for now. I need to learn about how this works.

Thank you for playing again and the second video!

As you noticed last time you played, there was a lot of bugs. It took me a while to fix most of them. There are still a few I am struggling with.
I don’t know if the game has become smother. If that’s the case, it’s great. However, I still have some issues with the lighting/quality settings. 
The bathroom will of course have a lot more stuff added into it. I just need to make a lot of these assets first (toilet, mirror and sink etc.). I like your suggestions with the mirror and blood.
The clock has NOT been changed, but the clock hands lock when they hit the correct time.
FYI. When you deliver the violin, you can ask Elizabeth the questions below in the dialogue.
You mentioned you would change the ghost jump scare. What did you have in mind? I am open for great suggestions.
Likewise, I am not sure what you meant by “Buggy text”.
The next update is going to be a larger one. Hopefully I can release it somewhere in January (2020).
Here are some of the topics I am working on:

• New content (Outside area)
• New objectives
• Save / Load feature
• Better AI system
• Enemies

Thanks again for taking an interest into my project and helping me out. It means a lot to me!

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Just finished your game.
Considering you only had a few days to develop this game, it is very well made.

·  I liked the assets. Very detailed.
·  The lighting effects were spot on.
·  Very detailed game menu, with customizable key binds (is that a Unity Pro thing?)
·  I didn’t encounter any bugs
·  The game was too short, considering the size of the game, but I understand why.

I am hoping you are continuing developing on this game. It has a lot of potential.