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ashthunder

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I suppose it just pixelated things a lot, making it difficult to make out what something is from a distance, for example the last puzzle, I really had to squint just because I couldn't tell which object was which as they all looked so similar. Also, when you get close to a wall or a door for the first time, is when you finally get to see that actually the textures on them are pretty good, the shader hides that quality from a distance. 

Congrats on making such a well polished game. I love the atmosphere and slight static over the screen, it works so well with this grungy style. The changing camera angles give a really unique visual effect, though the constant shifting makes movement weird since I have to adjust to accommodate for it. Looking at the game as a whole, you have a great idea with lots of room to expand upon it! I could totally see this on steam in the future!

You definitely nailed the horror theme here. The logs you read about the breach and the fleshed-out (pun intended) level design add a lot of depth to the game. It's crazy to think this was made in a week! As a suggestion, I think it'd be great if the searchable boxes stood out a bit more, since I glossed over them a couple times thinking they were set dressing. Super fun and high quality game though.

Fun game! The objectives you get every shift keep the gameplay fresh, and the environment always has something to  to hold your attention. Looking different directions can sometimes be touchy, and it'll zoom in and out or turn when you don't want to, but other than that everything runs smoothly!

Wow, wow, wow! Definitely a favorite for me. The impending doom I felt when the environment became a huge maze was awesome, on top of turning around and seeing a monster chasing after me. The sound was so on point and it made me more anxious as the levels progressed. I was on edge the whole time. I'm trying to think of something to critique but the game is so well done it's hard to pinpoint a suggestion. I know I would enjoy a longer-form game though. Fantastic job!

The atmosphere was so good here! I love games that can create that feeling of horror simply with sound and scenery. It was instantly tense and the game is well polished. Like most people, I found the flickering lights disorienting, but I think an easy fix to that is slow the flash so you can maintain that spooky-lighting vibe. Very fitting entry for Scream Jam!

This game was really enjoyable. The art and environment design were my personal favorites, though the story follows close behind. The dreamy atmosphere and surreal nature of the gameplay was really unique. I think the changing viewpoints were a little weird and made the movement feel off at times, but outside of that the camera was good. Really unique game you have here and good job!

A tragic story of a nobody and yet everyone.

You wouldn't expect a small 1 week game jam indie game to illicit an emotional response but here we are, rather than a game, more of an experience with great creativity. 

I've read some comments saying the ending was too subtle, but I lowkey wished you stuck with it, inadvertently, the message feels shallower if it has be explained at the end, almost ironic in a way considering the subject matter. 

The aesthetics are great even if not polished, it feels like sometimes the shaders compliment the viewing experience, and sometimes do a disservice to the assets depending on distance. Overall a very fun game and experience, with a few minor shortcomings preventing it from being great.

The enemies feel a bit too harmless, the shotgun just oneshots everything and they're overall pretty slow, seeing their hands stick out the doors didn't help their surprise factor either. The puzzles feel a little out of place? Feels like you're about to play Ready or not, indie horror game edition, and then you have to scan every room in the level for numbers for a lock, or squint at picture to guess which object is supposed to be where. It didn't help the puzzles were pretty simple, but the fun part was the shooting.

I really loved the world space text, the messages as well felt very well designed with a clear message. And the sound design was decent, my biggest gripe being that the sound the revolver made lacked any punch and basically made me not want to use it.

The art has some personality to it, albeit pretty simple, I thought that the tall grass especially looked good when repeated. The lack of sound made me wonder if my pc was muted, only to be jumpscared by the very rare time there is any sound in the game. 

The level design feels a bit like trying to fill up space, making everything seem larger than it had to be and prolonging the game artificially. Especially the path between the house and the farm feels needlessly too long, although the best designed part, the house, is where the player spends the least amount of time in.

Most of the time I felt like I was playing through a novel rather than a game, with mostly dialogue rather than gameplay, which wouldn't be an issue but. The story admittedly didn't evoke any tension or much mystery for me, felt like the entire goats thing was pretty detached from the ending, I'm not sure what purpose it served other than killing time, and although the ending was probably the best part, other than wondering where the dad is, there isn't much build up towards it.

The aesthetics are a highlight, and crafting over 100 lines of dialogue is a task worth commending, just feel there was potential to be uncovered that the 1 week time period didn't allow for.

I got double jump-scared; Once with the loud noise, and then immediately after when I turned around and saw the intruder running at me. Great job on the scare factor! I also appreciate the level design. It genuinely gives off that feeling you get when you move and the house feels like a maze at first. I wish there were more objects in the environment, like a chair or bigger stacks of boxes to fill the house up, but it's not a major critique considering the fast paced nature of the game. I think  more realistic colors in the environment would also be a plus. Overall though, good job!

The gameplay was really fun. The grappling hook mechanic was creative, and the overall vibe of the environment was suspenseful. I also enjoyed the environment hazards. It added another level of challenge and thought to what I was doing, so kudos! I think one thing that could shine here is an addition of footsteps, something getting dragged on metal, a couple loud bangs in the distance, or anything similar to that. The game sets the scene so well and I think that could push it to the next level. I would love to see this game continue being worked on. You've got a great idea here!

The story was fantastic, and had a pretty good build up. I especially loved the bits near the end where the text started getting more frantic and jumping off the text box. It really sold the ending for me. If I was to critique anything, I would suggest lowering the volume of the writing bits slightly, but that's a very minor critique. Great job!

Cute game! It has an appealing art style with great effects and sound design! It'd be interesting if there were more objects in the background to break up the visual space, considering how much time you spend looking at the cauldron,  but overall the gameplay helps lift that burden. Really solid entry!

Kudos for making a game in SDL2, simple and to the point, rough around the edges but it did make me think to the old rpg maker horror games I used to play!

Felt like I was playing phasmophobia at first with the visuals, and a timed ability to see is a neat idea but overall the game did feel a bit bland. I enjoyed the atmosphere, and graphics were good, but after a while of walking around I feel the horror aspect lost it's edge, not to mention backtracking felt like a nuisance through the somewhat slow walking and no option to speed that up. 

The controls also are okay but the weird momentum when stopping didn't feel quite right. The gameplay was just go there and go here, through a bit of help of the all knowing main character who just knows things at random, without enough scare to be engaging.

Great game honestly. Had a lot of fun playing it, and the typical dystopian ending didn't disappoint, who are you to leave the system that made you?

Kinda wish the footsteps were a bit quieter, or more varied, as eventually I would just hold spacebar just to avoid hearing it. The music was great though. I really liked the animation of taking out and reloading the gun, with my only gripe that I wish it was a bit more obvious when you can hit an enemy. Feels like the weapon had a pretty limited range as I had to be up in their face to damage them.

Overall felt pretty polished!

Great experience! I loved the art, the controls felt intuitive even if it took a little to get used to them and overall a great atmosphere. The sfx was also good, I just wish there were volume controls as the game exploded in my ears when I first launched it, plus the music made everything else harder to hear. Overall the idea of the multi management, five nights at freddies type of game while driving is a neat idea.

My biggest gripe with the game is that once you crash you start all over again, luckily I completed it second try, but if I died again, I would've not bothered as the start is pretty slow once you do it a second time.

Love the art, the bunnies are very cute contrasted by the not so cute monster. A little bit confused by the gameplay, I've seen some comments talking about digging, but I never managed to do that while trying to hide. It also felt like sometimes when I was hidden in the bushes the monster still caught me.

Overall a cool idea, but the gameplay could've used more depth and polish.

Very cool idea with the wishes, and overall one of the more "scarier" games I've played. My favourite part was when the house just disappeared after going past the wall, the entire computer UI was also pretty cool. Overall just very short, but has potential.

The game though pretty simple slowly unveils it's layered mechanics, being surprised by the ability to wall jump, and slowly moving to a territory that feels heavily inspired by Celeste. My really only issue is that the level design doesn't seem to allow the mechanics to shine, it feels like repetitiveness and length were prioritised over well thought out platforming and challenges, for example the giant wall you have to climb to spamming wall jumping.

The music at first sort of cute started to get pretty repetitive towards the end, and overall the game could've used some sound design. The game look and mechanics have potential, it just needs better content and a bit more polish.

Interesting concept for a game. I think the character was a little fragile, not allowing for much time to play each round, but I think having to avoid the dogs and collect various items to attack them with was good.

Great game! had a lot of fun playing this with my friend that I made my submission with! 

I wish it was a little longer, the controls could be a bit more polished, some other areas that could've gotten more attention but for a 1 week game, I think this is pretty high quality. Making it multiplayer as well is an interesting choice, but at least for me it worked without a hitch and definitely elevated the experience. 

A commandment for the controller support, and honestly, if it were longer, I wouldn't be surprised if this game was listed on steam.

Loved it, the aesthetics are definitely the best part, the art and the effects used really present a unique vibe that draws you in, the gameplay is simple but feels like it's meant to show you the story more than anything with an abstract yet dooming story telling. Very atmospheric, and I wanted to point out that making it so you have to piece together a picture was a neat way to use the click and drag inventory system. 

Really the only things I can say is that there wasn't too much gameplay, not much struggle when it came to the puzzles, and maybe that's on purpose, but it could be better. Also the inventory system could be a tiny bit more intuitive if you allowed to click and hold drag instead of click and then drag.

Really loved the style and the pixel art. The dialogue system also is very smooth and easy to follow. 

And while I am a big enjoyer of rhythm games, I can't say I enjoyed this one very much. Great aesthetics plagued by gameplay issues, having the same key regard to different lanes makes it very unintuitive and for me at least unfun. Especially in the last level that throws an entirely new key at you suddenly. The singing also doesn't feel like it matches the represented key presses, but overall the piano sounds great. 

I realised that the sound is probably just a bit quiet, if you go into the game's settings you can change the volume there!

However, thank you for the feedback!

I realised that the sound is probably just a bit quiet, if you go into the game's settings you can change the volume there!

However, thank you for the feedback!

I realised that the sound is probably just a bit quiet, if you go into the game's settings you can change the volume there!

However, thank you for the feedback!

I realised that the sound is probably just a bit quiet, if you go into the game's settings you can change the volume there!

However, thank you for the feedback!

Sorry it seems like my antivirus is blocking the download for your game.

Rated and commented!

Very well made game! Starting with the polished menu and UI, having different tones for the clicking sound was a nice touch. I have only played the first mode but I did think it was a bit on the easier side, easily stacking tons of toothpicks to the point my eyes would never close past the first minute of playtime. Still, since some of the partygoers move even when looked at, albeit very slowly, it still added some challenge without being able to completely cheese the game.

The entire weeping angel/ scp-173 mechanic will always be terrifying, the sound design and artwork were splendid. Can say the most fun game I've played thus far!

The art for this game is amazing from the monsters to the cool red eyes that appear in the darkness, the premise is simple but both fun and atmospheric. Overall feels very polished.

My only gripe is the lighter timing, it feels like sometimes the bar isn't accurately showing where it is, and I end up having to click early to get it right. Also I feel like I have to relight the candle every 20 seconds, after a few relights it becoming very difficult to do so.

Feels like I'm playing an easier version of "The world's hardest game", overall the game was fun but the levels too easy, at least for me. Unpolished in some areas, when the text grows it changes size and indentation, also feels like there is too much text.

Very arcadey, reminds me of when I used to ran over zombies in project: zomboid. The game feels a little unintuitive, sometimes I feel like I should have enough speed to kill but don't, but I do really enjoy this graphical style.

The concept is neat, but it could be more fleshed out.

Definitely a fun little game, although perhaps a little repetitive after a few minutes. The monsters start out pretty scarry, getting closer to funny as time goes on. Also jumping on the tent made me invulnerable to the monsters.

The options menu button didn't work, also the sound of the jumpscare is way too loud. Overall the most spooked I've been so far, and I mean by the atmosphere rather than the jumpscare.

Feel a bit of a disconnected between the portraits and the game art, with the portrait art feeling higher quality than the rest. That being said the portraits did look great, and the different facial expressions added a lot to the story telling.

The game overall was fun, the chase scene was a bit random but I felt like I was playing mario, so it was fun. There wasn't too much to the mystery so I felt like I was just visiting every room one by one and solving it without trying, although talking to the characters was a highlight. I do wish the dialogue speed was faster or pressing "e" once would display the full text before skipping to the next line of dialogue.

Cool idea, the premise feels fun and there could be a bunch done with it. I do actually like the art style it is endearing, and being able to choose a gender was a nice touch.

It was a bit ambiguous as to what the hell meter was until it started filling up, also, the controls just feel very clunky, it wasn't too hard to get the bucket stuck to me and just walk across the entire room and clean everything. I also don't know if anything was meant to happen after the second level.

As many have pointed out, the art style and the creativity are the stand outs for this submission. An interesting mix of 3d and 2.5d that could've used a bit more polish. The character design was amazing however.

And while creative, in my opinion, this 2.5d style just gets in the way of this kind of game? the camera controls feel clunky and eventually become annoying. The flashlight feels like it start too far from the centre making it sometimes difficult to see anything, not to mention the light gets obscured very easily making it completely dark. Similarly with the camera, walking in front of objects will suddenly zoom it on the character.

It feels like there is horror and story that I've missed out on as it seemed like it was building up well, but after talking to a few characters I simply got lost on what I was meant to do or where I was meant to go. It didn't help that moving around quickly grew frustrating.

The UI was also a highlight, however, it felt like it was missing a few things such as names for the items in the backpack, as well as a objective tracker.

Congratulations to everyone who managed to finish a submission, hell of a task, this jam being our first one, we certainly experienced it first hand. 

We will be going over all the people that rated our submission and anyone that replies to this post, so feel free to drop your submissions, however, we would appreciate it if you checked ours out as well!

Our team of 2 behind this submission: https://itch.io/jam/scream-jam-2025/rate/3960884

We will make sure to give a bit of feedback for everyone we rate, our combo of programmer and artist will mean a varied perspective on every submission we look at!