Thanks a lot! I appreciate everything!
Loyal Mussy
Creator of
Recent community posts
Hello all,
I just released an Alpha build of Milk Run: Tiles Over Europe, a WWII bomber-themed Match 3 game inspired by You Must Build a Boat and 10000000. Make matches of different tile types to shoot down enemy planes and survive the onslaught on the way to the bomb run.
https://andymetoo.itch.io/milk-run

The game currently features:
- 16 playable missions
- meta progression including upgrades and crew assignment
- recon missions and mission modifiers
- fast-paced sliding match 3 gameplay
- sweet SFX

Why an Alpha?
The game's puzzle board mechanics are pretty much in place, but I need some feedback on the difficulty and economy curves. Expect some rough edges, but the game is probably more polished than what you'd expect from an "alpha". Again, I'm looking for some balancing and progression feedback, so if you'd like to dive in and give the game a go I'd really appreciate it!
https://andymetoo.itch.io/milk-run
Hello all,
I'm making an audio-driven horror game called Peek. The demo is out now if you want to check it out.
Close your eyes in the center of a 5x5 ritual grid and listen to clues as the spirit walks around you. Use those clues later to place relics in appropriate grid spaces and complete the ritual.
https://andymetoo.itch.io/peek
If you're down to try something new with the horror genre, I'd love to hear your feedback!



An audio-deduction horror game where the best way to play is to close your eyes.
Try PEEK, the horror puzzle game that you play with your ears.
**This game features immersive spatial audio, and listening closely is the core gameplay mechanic. Headphones/earbuds are STRONGLY recommended to survive.**
Peek is an audio-driven horror puzzle game where you must track a restless spirit by listening to the room around you. During tense ritual rounds, a spirit stalks the darkness while its location is revealed through the sounds of the environment. Close your eyes and listen carefully. Use spatial audio to sense her direction, but rely on the environment to mentally map her exact path. Deduce where she leaves her clues, then open your eyes to place the correct relics and banish her!


Check PEEK out here!
https://andymetoo.itch.io/peek
Hello all,
Hello all,
My name is Andy and I am the indie solo dev of a game called Peek. The game is a spatial audio driven deduction horror puzzle game where you use 3D sound clues from a spirit walking sound you in order to perform an exorcism.
I've just had a major update to my demo and plan on releasing it in mid March. If you'd like to try a new, unique mechanic in a horror game is w be honored if you'd give it a shot!
Check it out here:
https://andymetoo.itch.io/peek

Hey all,
Welp, we're coming around to Next Fest and trying to get everything in order! I'm pretty proud of the work I've done on my game Peek, having semi-necroed it from the dead and working my buns off these past few weeks to try to get everything in order. I've just released a MAJOR update to the demo that fixes MANY of the previous issues and turns the game into an actually enjoyable experience. Full version coming out in early March!
A lot of horror games on here involve darkness, flashlights, note collecting, VHS filters, and doing chores (not that there's anything wrong with any of that!), but I tried to make something a bit different here and use spatial audio as a main game-driving mechanic. So make sure you have your headphones ready!
Here's the itch link: PEEK on itch.io
Or, if Steam is more your speed: PEEK on Steam
Trailer on YouTube:PEEK on Steam
From the itch description:
Peek is an atmospheric, sound-driven deduction horror game that relies heavily on spatial audio to uncover clues. In this ritual-based survival experience, a restless presence stalks the room in tense rounds, leaving audio clues on specific, chosen squares as she walks around you. Close your eyes, listen carefully, and track the direction, distance, and nature of each sound to piece together the ritual and end her pain in this game of audio-pattern deduction.

THE RITUAL: Kneeling in the center of a 5x5 grid of blessed salts, you must engage in a terrifying exchange of "Horror Simon."
- Listen: The spirit moves throughout the room, triggering each square's unique audio clue: a squeaky floorboard, a blood-soaked rug, hanging windchimes, and more...
- Pinpoint: Identify her pattern. Map her movements on the grid using only your ears, listening as she makes key sounds on specific squares.
- Bind: Place the correct relics on the active tiles to exorcise the room of her presence.
- Survive: If you make too many mistakes, the room may be your final resting place, as well!
I'd love it if you would check it out and tell me what you think!
Andy (Loyal Mussy)

Hello all,
In preparation for Steam Next fest, I just realized a large update to the demo for my game Peek, a spatial audio-based audio deduction game.
Peek is an atmospheric, sound-driven deduction horror game that relies heavily on spatial audio to uncover clues. In this ritual-based survival experience, a restless presence stalks the room in tense rounds, leaving audio clues in all directions around you. Close your eyes, listen carefully, and track the direction, distance, and nature of each sound to piece together the ritual and end her pain in this game of audio-pattern deduction.
It would mean a lot if you'd give it a go and try some unique mechanics in a horror game!
Cheers!
https://andymetoo.itch.io/peek

I just released a Web game, Horse-Mower. Drag the lawn mower from behind you and mow the lawn as a horse. It's not to be taken too seriously, but surely it's worth 45 seconds of your time? It even has an original theme song, with vocals performed by yours truly (in my car in the parking lot of my work during lunch break).
Gallop. Mow. Run free.
Please enjoy...Horse-Mower.
https://andymetoo.itch.io/horse-mower

Thanks a lot for playing and for the feedback. The controls were definitely something I think I just got used to after testing for a while, but the feedback has generally leaned that they are frustrating and wonky. One of the biggest fears was that the controls themselves would be too much a distraction from the game itself, and it seems at this point that that may be the case.
I have just released an update in which I tried to address some of these issues...hopefully when turning with one oar, using the opposite one will no longer keep you spinning in that direction.
I really appreciate your time in checking it out and making a video of it.
Have a great week!
Thanks for checking it out! Yeah, translating boat rowing controls to digital format was kind of a tough go, and as I'm figuring out there are still some rough edges.
For this game, aside from bug fixes and updated rowing controls, this is probably it. As a hobbyist I only really have time to make little one-and-done experiences, so I don't think this one will go much deeper than this (no pun intended).
Can't wait to watch your video and I appreciate your time checking it out!
Hey, thanks a lot for checking it out! I am at work right now but I can't wait to check the video out. Yeah, the rowing controls were something that I fought with on and off. Good to hear this kind of feedback, though, and I'll see if I can get something a little more user friendly. I think just as a consequence of me testing the game for days on end got me used to the controls and I ended up taking that for granted.
Also, with the UI graphic, that's pretty funny that I missed that. Doh! Thanks for pointing it out. I'll throw a quick patch up fixing that ASAP.
Again, I really appreciate your time.
Have a great one!
Andy
Hello all,
I just released a little side project of mine, 'Welcome to Dell Hollow'. It can be beaten in about 20 minutes. I'm sure many of you may have played walking simulators in your time, but what about a rowing simulator on a serene lake? Float above the old remains of a drowned and forgotten town, reactivating contamination buoys after a storm has knocked them offline. What begins as a routine late-night survey on a calm lake slowly unravels into something far stranger than your team has ever anticipated.
In 1958, the dam above the town of Dell Hollow collapsed, flooding the valley and claiming the lives of nineteen residents.
Last week’s storm knocked several contamination-monitoring buoys offline, and a field technician has been dispatched to reactivate them.
To this day, no unusual activity has ever been officially reported on Dell Hollow Lake.
This is just a little hobby project of mine, and I hadn't released a game in a while, so I wanted to create something. Check out some of my other absurdist games, as well, if you're interested.
https://andymetoo.itch.io/welcome-to-dell-hollow


Thanks for checking it out!
-Loyal Mussy























