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Amanuel Seifu

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A member registered Feb 22, 2020 · View creator page →

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This was pretty fun!

The decisions that impact story progression mixed with resource management create a really interesting experience. Great job with this!

The monster dying isn’t super obvious, it basically looks like it fell (the parts just fall to the floor.

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!

There’s a death animation at the end, it uses physics so it’s kinda laggy, meaning your computer took to long to load it and just went to the title screen. That part could definitely use some optimization.

I love that this was an adventure! Regarding performance, I think the main issue is when the game loads. I have a good gpu so my framerate was fine, but the game always froze when loading (and sometimes crashed). I had a great time with this game overall, great work!

Perfect game, not much too say. Loved the ending too. Awesome job!

Awesome cutscenes, I love seeing that in game jams. The transition from 2d to 3d really impressed me. The writing and narrative were also great. It’s hard to make turn based combat, let alone within a jam, so obv that part wasn’t super developed. Regardless, it was still a lot of fun. Awesome work!

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!

This is excellent and charming. You made a good use of 2D and 3D art. The polish of the interactions is what especially surprises me. Things got WAY scarier when I noticed the arm in the room. Awesome job!

Dude this is incredibly scary. It is physically hard to play. The amount of effort and polish put into the ai, computer gui, and the smash mechanic (cool idea btw) is very impressive. Great work here!

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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!

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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!

I like it! I was actually surprised to see the wall cutout. The mechanic of seeing the wishes at the end has big horror potential I feel. Great work!

I totally get letting the player interpret the game, I’m going to have to sit on my interpretations on the story, cause I have a lot of different thoughts about it lol.

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 physics in this game was fun. I like how throwing different objects (including yourself) each had their own custom death animation. These seems to be a narrative regarding Dave that I’d be interested in seeing expanded upon, since we only get a little info about him at the end. Keep it up!

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!

I believe I did, can you explain it?

This was extremely creative. It’s always hard for players to fully navigate these types of games (like me), but the game always kept me engaged. The introduction was a bit long (at least I think that’s what it was), but the overall execution of this game is really good. Keep it up!

This creeped me out quite a bit. Academic horror is definitely an unexplored horror topic with a lot of potential. The cleverest part to me was the objects disappearing into the static, to me it represented the feeling of dissociation due to anxiety very well. Great job with this!

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 was amazing. I loved how the game was split up into different sequences. The gameplay works really well with the narrative being conveyed through the notes. I hope to see a release of this one day!

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!

Wow this was really creative! Loved the different positions, and also appreciated the leniency of the drawing system (not having to be perfect). In the future, it’d be cool to have a setting of a police crime scene where you explore a building to find the bodies. Awesome job!

Letting the player place it anywhere would actually a great solution! I think we were trying to toe the line between thoughtful strategy, and casual gameplay so we came short on the thoughtfulness part.

Yup, you won!

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.

That’s incredible! Hope to see more from you!

This was really clever! I love the great designs you made for the combined candies! It was so good, we honestly don’t need the recipe book. Great job!

The play button doesn’t work, let me know if it get’s fixed. Id love to play your game.

The visuals are absurdly good, amazing work for a game jam game! Maybe I’m playing it wrong, but this game is super hard too. I would love to see a full game with this style. Awesome work!

ooh that looks great too, I’ll have to play it!

That was awesome. I liked how the images resolution actually became more detailed with the magnifying glass (instead of just being bigger). This is so well done. How did you get the staticky effect on the pictures? It looked very good. Nice work!

This is really well made and looks really nice. As mentioned below, I was impressed by the randomness of trap placement each round. Great job!