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Au2942

46
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A member registered Nov 27, 2024 · View creator page →

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I reached the part where you choose a door and I'm not sure if I beat the game cause after the dialogue stopped the image just kinda stayed on the screen. Anyways, great game! The portraits are cute. The part where Maya said my online handle out of nowhere kinda freak me out. I don't even know where you got that from. Did she even say it or did I hallucinate? Who knows.

My game has a similar idea but went the opposite direction with having the player sign sus contract instead. Your execution is way better though. Unfortunately, I did run into a bug where the game won't progress during 3rd week working phase. Also I'd suggest making it so that when the player click/press to progress through the dialogue it doesn't go to the next one right away but let the player see the full sentence first. Anyway, great job on the game!

Classic "tried implementing new feature right before submission and break everything" game jam experience. This one is especially hard to fix because it only affects the release builds. Thanks for trying it out and leaving a comment in spite of that.

Great visual! Love the dealer design!

Good job with the atmosphere! Very tense and unsettling!

I missed the jumpscare because I walked backward into it lol. I did get spooked when it showed up in the mirror though. Good job with the atmosphere!

That's a badass godot logo lol. The intro is also very cool. The perspective shift mechanic makes for an interesting gameplay. Great job on the game!

Love the way you turn the theme into a puzzle game, very creative. The result is very well polished too. Good job!

Cool gameplay mechanic! Love how their dialogue portrait can change expression!

Interesting concept! A little feedback but I feel like having to go back and forth to the tv to change channel is a bit annoying.

Love the animation on the primitive shaped hand! The mini-games are fun and fleshed out. Good job!

I could only beat 5 and 6 because the evil rotating knob that I hate isn't in it. Very fun idea and good job on the game!

Cool visual! The gameplay is a bit lacking and quite confusing but there's an interesting idea going on with the music notes.

I'm a sucker for the adventure through dream-like landscape genre. While I prefer a dream game to be more incoherent, experiencing one with clear and purposeful writing is also a nice change of pace. In fact, you guys did an awesome job making it feels like a dream while keeping things coherent. If there's anything to nitpick it would be how the conversation with the Orb at the end felt a bit like an exposition dump. Good luck with ./DreamON, looking forward to playing it!

I believe the warping effect is actually from me applying the texture directly onto the TV screen mesh itself haha. I'll try out and rate all the game of every dev who has posted on my page soon! Thanks for trying the game out!

Most of the feedbacks I've gotten so far is how painful the effect is. There's a settings menu but it's probably too much of a pain for the player to adjust each value themselves. Heck, I'm not even sure if they know it exists. For now I updated the game to start with the settings menu open and added a few presets. Hopefully that helps the playing experience. Thanks for the feedback!

There's indeed an exit but no cinematic ending cutscene or anything of sort awaits you there.

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Even I found myself getting disoriented all the time while playtesting, so your eyes are doing fine. It's kind of the intended experience but not really an enjoyable one haha. Thank you for trying it out!

Interesting concept and great execution. Love seeing all the different anomalies!

I'm bad with horror game so I just call it quit when the light went out. But from what little I've managed to see it seems very polished. The ambience and overall aesthetics make for a really tense atmosphere. Good job!

I denied someone wish and felt bad about it but then I had the revelation to play the game again and wish for the wish I denied to be granted thus successfully shifted the responsibility to someone else. As for the game, the final part is of course very cool and eerie but I also really like the surreal dream-like fake-reality aesthetic at the begining. Uniquely awesome experience. Good job.

Lovely art style. The clunky camera and the flashlight made navigation in the dark pretty hard though. And I feel like the stairway up to the 2nd floor on the right side is pretty easy to miss (could also just be a skill issue on my part). The collisions is also a lil wonky (I can just walk up and over Chad's head and into the blocked off area). Great game nonetheless!

The thicker brush strokes on some of the background object give sort of a ink painting kinda vibes. Very cool aesthetics.

Love the presentation! The dialogues are really fun too!

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Oh right...I made the control like that so it's easier to debug things but forgot to change it for the release version. Good catch, I'll update the desc for now and change it later should be fine now(hopefully). The effect is basically a fullscreen shader that output a random noise and changes its speed and brightness based on depth and color of the pixel on the screen. It was a lot of fun writing it!

Hope your headache get better and sorry for that haha. If you want to try it again, I'd suggest playing around with the noise values in the settings. Thanks for the comment!

Mine is pretty hard on the eyes. Luckily there's a settings menu so you can play around with the values until comfortable.

https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3975022

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Fun game! tbh I think you could even put I NEED WATER AFTER THIS as one of your limitations as well, especially since it's the desert and the water helps you slow down in the game lol.

Creative and cute models. Relaxing environment. Comfy music. Simple, yet pleasant experience. Though I feel that more could be done on optimization(?) for the filesize and the performance (experienced a bit of a frame drop in the forest area near the end but my pc isn't the best so idk). Also I think the gameplay is a lil too basic considering the uniqueness of the player character.

Fun story. The characters' description made me chuckled (unemployed physics grad, dislikes: inflation). I like how you made text-based adventure gameplay not feel monotonous by introducing speed typing and puzzle solving elements in-between. Though I feel the inclusion of the textwriter to justify the text-based gameplay is a bit forced. And I'm not sure if it does but from what I've seen, the direction you chose doesn't actually matter. Could be something to expand upon for the sequel THE TIME KILLER 2: ELECTRIC BOOGALOO.

That's an underserved amount of praise for a game where only about 30% of the implemented content actually works haha. Honestly I regret spending so much time on the little detail instead of actual playtesting (basically 0) cause now over half the content is inaccessible / doesn't work properly. Lesson learned I guess. Thank you for playing and the nice comment!

Yeah, there wasn't much to help the player comprehend what was going on. I plan on updating it at least once to make it less of an indecipherable fever dream and more of a game. Thanks for playing and leaving a comment!

Love the theme! Having the enemies be an abstract representation of survival elements instead of something tangible like animals or plants is very cool. The art style also complements that nicely I think.

The crosshair being shaped like a turtle is a nice touch. I think it would be better if you could move while shooting / reloading. And maybe consider giving Neuro a more unique weapon instead of a generic handgun. 

Whenever I click on a window it keeps registering on the one behind it instead. Other than that little bug, I love everything. Not much else to say that hasn't been said. Hope to see more from you guys!

OTK'd the final boss (on easy) with my game's assets lol. Love the concept though it does feel like there wasn't much room for strategy. Still, very creative.

Unfortunately, I ran out of time before I could add all the cues that might've helped the player better understand what was going on. Thank you for trying it out! 

Very cool idea. I like the split windows.

Recruited 2 Evils, farmed every enemy node then one shot the final boss. Very cool.