This was pretty fun!
Amanuel Seifu
Creator of
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The atmosphere and environment art here was some of the best I’ve seen. This is how you make a great walking simulator. My favorite part was the conveyor belt scene. The narrator was also an awesome touch. My only issue was the ending, the yell sound effect was a little goofy lol. Maybe it would be better if we were dropped into a huge pit of sawblades rather than them just being in front of us. I’d love to see this concept get developed further, great work!
From the reverse-talking characters and art style, I can tell this was heavily inspired by the “Cube Escape” series by Rusty Lake. I love escape room games so I had fun with this. Gameplay is a little jank, but it makes sense since there are so many minigames. Having separate visual scenes for each minigame instead of the typical “click this item onto this” really elevated the gameplay. The main issue I had was whenever I died and the game restarted, I would be stuck in the first level. All in all however, great job on this game!
This concept is really cool and very creepy, but I couldn’t find any anomalies after 2 playthroughs. Having the remote beep when you’re close by an anomaly would really help. I feel like you captured the uneasiness of phasmaphobia perfectly here, and should really consider making this a bigger project. Making sure all the anomalies are creepy is some way would heavily benefit that. Keep it up!
I love the hand holding mechanic, this game has one of the best intro sequences I’ve seen this jam. I love 2.5D games so I’m pretty biased for this, but I did face the problems that were said below, like not being able to hide after digging a burrow. I think cozy horror games are pretty uncommon (not counting mascot horror), so I’d consider turning this into a bigger release someday. Great work!
I like the atmosphere and the art a lot. I didn’t get that far because all light completely went out after I entered the first door. A game with great art like this would heavily benefit by having some characters to talk to. Narrative horror games with character art like this tend to do well on itch.io, so I hope to see a fuller version!
That was awesome. I love when games implement voice acting into the game mechanics, since it makes it way more immersive. The creepy voice stuff was also great. I can see this being a hit with youtubers who like quirky horror. If I were you, I’d highly consider turning this into a demo aimed at streamers/youtubers. Hope to see more of this!
The realism pleasantly surprised me! The oxygen/bpm counter is a clever stamina system. The tunnels definitely had me very tense. My only complaint would be how far the player had to walk for each section. Giving the player a moon rover (even if you kept the travel time the same) would likely make the traversal much more tolerable/fun. Awesome work!
This game makes good use of the different mechanics. It felt pretty balanced, which is rare for a game jam game. My biggest issue is the combat, specifically the fact that the play stop moving when they attack. Since there isn’t knockback on the zombies, it makes everything kinda clunky. Regardless, I still had fun, and also found the story to be interesting. Great work!
Spoiler warning
From what I understood, we are playing from the view of a kid who faces abuse from their parents on the grounds of their academic performance. As we continue to take tests, our sanity degrades from the anxiety and results in us facing our inner voice, which speaks out against how we’re being treated.
This is the most polished game I’ve seen so far, and has some of the most striking visuals I’ve ever seen in a horror game. The scene where we enter the locked room really hit hard for me, the story was very well thought out. If you could write it in a spoiler tag, I’ve love to have an explanation for the ending scene. Amazing work overall!
It took me a while to realize that sprinting was quickly killing me lol. I really liked the art of this game, and the mechanics/AI was also pretty good. I think this game has a big narrative angle that could have been presented a bit better. Showing us a cutscene in the beginning rather than a block of text would have set the mood better. I hope to see more from your team in the future!
This game is all around very ambitious. Having a cutscene, multiple gameplay mechanics, and customer AI in a jam game is crazy to me. The main issue I had was that customers were very hard to keep up with. I felt like everything was too slow to actually make the meals in time. Hopefully we see great stuff from your team in the future, awesome work!
Dude, the way the monster runs around and stays on the edge of the screen is incredible. You actually managed to make a monster AI scary (not common in game jams lol). My biggest issue is that the WASD movement is relative to where the player is looking, when it should typically be global cause moving around became hard. I see serious potential with this game so make sure to keep it up!
The biggest advice would be to have each interaction be clear to the player (what we’re taking pictures of), cause there was only a few that I actually noticed. Like, when you take a picture of a table, the game could have dialogue of the character talking about it: “Wow, this table is old. But this stain… was someone here recently?”. Having dialogue for the different rooms we come across would also be great. Since this is a narrative game, it’s best to really lean into the story, characters, etc. It also lets you build tension to make for a scarier payoff.












