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Beyond Sight Studio

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A member registered May 26, 2025 · View creator page →

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The idea of mixing puzzle solving with tones was really unique and clever, I really enjoyed figuring out the symbols in the later stages. It took me a while to understand things, but that made it all the more satisfying. Honestly, what first caught my eye was the logo, it looked really cool and stood out to me. Overall, the game felt very polished, and I didn’t run into any issues. Great work on this one, though it is just a suggestion but from my prospective I think people might enjoy it a lot on mobile phones, but that is just how I felt about it.

Thank you so much, it really means a lot to hear that you liked that atmosphere. We are also really glad you liked the art, we did try the best we could as it was our first game and first tileset as well, so it felt nice hearing people liking it, and absolutely, I will try your game on this game jam as well look forward to the feedback then. 

The game is definitely well made and effectively delivers the spooky atmosphere it aims for. However, I noticed a few issues during my playthrough that might be worth looking into:

  1. Some of the wall assets appear to have visible lines, almost as if they aren’t aligned properly.

  2. The glass on the door is transparent from only one side, while the other side appears as a solid, opaque sheet—which feels a bit off.

  3. Occasionally, doors continue to vibrate or jitter after opening, which may be a small glitch.

  4. This one is more of a personal opinion, but adding some kind of spooky ambient music could really enhance the overall atmosphere.

  5. The zombies standing still in place work fine, but it might feel more dynamic if they had subtle movements or if players could sneak past them when they walk away.

  6. A pause menu would also be helpful if it was set to Esc instead of P because how most players are used to that key.

  7. One last point, after solving a puzzle (like replacing the battery or moving books to reveal a key), the mouse cursor remains on screen and prevents the player from rotating the camera until they click again. If the game automatically returned to camera control without needing an extra click, it would really smooth out the gameplay experience.

That said, I played the demo version, so it’s possible some of these points have already been fixed in the full release, but I thought they were worth mentioning just in case.

Overall, I really enjoyed the experience.

This was a really enjoyable, the race against time definitely created a stressful and intense atmosphere in the best way, the puzzles took some time to fully understand, but they were very well designed. Sadly, even after several tries, I couldn’t figure out the solution to the last puzzle on the board. The whole experience even gave me VR-like vibes at times, which was impressive. One suggestion I’d like to offer, adding a few more of those syringes that extend time. It felt nearly impossible for new players to finish quickly unless they're already good at puzzle solving, but that’s just my perspective. Overall, the game was fantastic and really well made.

I really enjoyed the playstyle, the way the dragon moves across different maps was very nice, and the background music and sound effects really added to the atmosphere. One thing that truly amazed me was the puzzles, especially in the arrow area. It took me awhile to figure them out, but solving them felt nice. That said, I do have a couple of small suggestions that might enhance the experience even more. Personally, the jump felt a bit too high, not sure if it was intentional, but a slightly more grounded jump might add a more natural feel. Also, adding a bit more visual detail in the background could really enrich the overall atmosphere.

The map transitions reminded me of Hollow Knight, which I liked a lot, the way you designed that concept was fantastic. Overall, it was a lot of fun to play.

Thank you so much, and yes, once everything blooms, that marks the end of the journey for this little experience. It was designed to be a short and peaceful game with a touch of mystery, so we totally understand the uncertainty at the end, originally we wanted to add some animation to it but due to lack of time and team management we couldn't do it on time, but we are certainly hoping to make those things possible in future update.

This was our very first game jam submission, and hearing kind feedback like yours truly means a lot. Thanks again for taking the time to play. 

Thank you so much for playing our game. We are really glad you enjoyed the cozy atmosphere and setting, and you're absolutely right, being able to walk over the river without activating the pressure plate was actually a bug. Unfortunately, we ran out of time and couldn’t get it fixed before the submission deadline, but we are genuinely happy you noticed those little design details.

Also, all the tilesets we created for this game will be available for free on our Itch.io page very soon, in case you or anyone else would like to use them. Thanks again for the thoughtful feedback, it means a lot.

Thank you so much, we are really happy to hear that it gave off that old-school RPG vibe, that was definitely part of what we were aiming for. We hope to build on that feeling even more in future versions.

Thank you so much for your detailed feedback , we really appreciate it, and we're so glad you liked the art and music, originally, we had planned to include around 4–5 puzzles and make fuller use of the map space. But with the time limit closing in, we had to wrap it up with what we had finished so far. In future updates, we’re definitely hoping to expand the game with more puzzles, better use of the area, and proper animations to give a more satisfying sense of completion when the grove is revived.

We also love your idea about the elements behaving differently, that kind of elemental uniqueness is something we would love to explore more as we develop it further. thanks again for taking the time to play and share your thoughts, it really means a lot to us.

The game is good, but it took me a while to understand why the player kept dying even when the health wasn’t low. I really liked how things are explained through the story, that was a really creative approach.

I also really liked how the music and audio were blended with the dialogues, it added a lot to the experience. Overall, the game is really nice.

The game is well made and it genuinely felt like being trapped in a maze, especially with the sound effects and the heavy breathing. I do wish there was some ambient background audio to make it even spookier, but that’s just my personal opinion.

One issue I encountered was that the audio completely disappeared after reaching the next level for a few seconds. I’m not sure if that was just on my end or if others experienced it too, but I thought it was worth mentioning. Other than that, everything else was really great.

The game is really well made, it honestly didn’t feel like something made just for a game jam, it felt more like a polished game you would find on the Play Store. The visuals, gameplay, and overall feel were really smooth. And what I liked the most was there was tutorial for 2 levels to teach players. Really nice work. 

The game is really nice and well made, it’s hard to tell if it’s looping or moving into new stages, which adds a mysterious and intriguing feeling. The multiple paths to reach the door also kept the experience fresh and engaging. There are just a couple of things that, in my opinion, could improve the game even more. Adding some spooky music or ambient sounds could really enhance the atmosphere and give it a stronger creepy vibe, and some more challenges, like floating platforms to jump on carefully to cross.

I also noticed one issue, when the player dies on spikes, sometimes player can use the previous body as a platform to jump across to the other side. I’m not sure if this was intentional or a bug, but just thought I’d point it out.

Other than that, I really loved playing the game.

I especially liked how the sound design gives a strong feeling of being in space. The idea of using a wave to defend is also creative and fun, that said, there are just a couple of small things I personally felt could improve the experience. First, having a short guide or tutorial would help new players understand how to play more easily. Second, adding an exit or quit button after defeat could be helpful for players who want to exit the game quickly.

As for potential improvements, I think introducing stages or wave based challenges could be really exciting, for example, defending until a certain score to clear a wave and then progressing to a tougher one. It could add an extra layer of challenge and progression for players.

That said, even in its current version, the game is already very enjoyable and has a strong core.

The idea of tapping to accelerate the car while escaping from the police is nice, and the audio adds a lot to the tension.

That said, I did find a few things a bit challenging. The tapping mechanic is cool, but having to constantly tap to build speed made it tough to even finish a single loop, the police kept catching me really quickly. It might help if the game started off a bit easier in the first few loops, and then gradually increased the difficulty, like speeding up the police car or adding more police as you progress. That would give players time to get into the rhythm before facing tougher challenges.

One other thing I noticed, when you press "Retry" after getting caught, it seems to restart the entire game as if you have exited and relaunched it. It would feel smoother if it just returned the player to the title screen or started the run again more seamlessly.

Lastly, and this is just a personal suggestion, the police siren sound could be more dynamic. Right now it’s a single loop, but adding variation would help it feel even more immersive. Aside from that, I really liked the escape concept.

The puzzle was interesting, the pixel art looks great, and I loved how creatively the puzzles were hidden behind various objects, that design choice really stands out.

However, after solving the first puzzle, I found myself stuck on the second one. Even after spending around 10 minutes searching, the only number I was able to find was 8. I couldn’t figure out the rest, so it felt a bit too difficult too quickly.

It might help if the puzzles started off a bit easier in the early stages, then gradually increased in difficulty. This is just my personal opinion, maybe others had an easier time, but I thought I’d share my experience in case it helps with balancing.

Aside from that, I think it would really enhance the game to include background audio and a simple menu with options to pause or exit. Overall, it’s a clever concept.

I really enjoyed the creativity in this game, the way the text appears as you keep clicking makes it feel like someone is actually speaking to you. 

What really surprised me was when the screen suddenly went black after clicking toward one million. It genuinely gave me the feeling that my screen had turned off, which added a cool twist and built suspense. When the command lines began appearing afterward, I understood it was part of the game, and that twist the game. 

The command interface is also very creative. Personally, I’d love to see even more of those responses pop up if the player keeps clicking randomly. If the game could surprise the player with unexpected changes like before, it would make the experience even more fun and unpredictable.

That said, I did run into a few issues while playing, on mobile, once the commands start appearing, they go beyond the bottom of the screen after the 4th or 5th line. It would help a lot if the game auto-scrolled the text so that players can continue reading without missing anything.

Sound effects for clicks and some music could enhance the overall experience and feedback.

The black background fits the mood really well, but perhaps adding a faint visual element or effect in the background could elevate the atmosphere a bit more, just a small touch to keep things visually interesting.

Since it’s labeled a demo, I’m hoping  to see the full version with more mechanics and an expansion of the core concept.

One small thing, I couldn’t find a pause or exit button, especially on mobile. Adding one could improve usability for players who want to stop or exit. Overall, this game was nice. 

The spooky theme and music works great, there are just a few things I noticed that might help improve the experience for new players.

No guidance at the start, which made it difficult to understand what the player was supposed to do. A short splash screen or message at the beginning explaining that the goal is to avoid the ghosts and survive would make things much clearer.

No damage feedback, when the player gets hit by a ghost, there’s no visual or sound effect, which makes it hard to realize you’ve taken damage unless you are constantly watching your health bar. Some feedback (like a screen flash or a sound) would help a lot.

Touch controls, the on-screen buttons felt a bit too close together and small, making them difficult to press comfortably. Spacing them out and increasing their size slightly would help.

Joystick control, it works well, but it's also quite small. For example, after releasing it, you have to tap the same small spot again to move the player, which slows things down. A slightly larger joystick area would allow smoother movement.

As for the art and concept, everything fits the spooky setting nicely, but just a small suggestion, the light coming from the window feels a bit like daylight. If it instead looked like moonlight or a night scene, it could make the atmosphere feel even more eerie and intense.

Also, since the player character appears to be a ghost, it feels a bit strange to be avoiding other ghosts. If the main character were a human who wandered into a haunted mansion, it could add a stronger narrative and make the spooky encounters more meaningful.

Overall, it’s a great start and has a lot of potential.

Really enjoyed the relaxing vibe of this game. The concept is simple but effective, filling up the hourglass by clicking and using points to upgrade the click rate makes it feel rewarding and easy to get into. The music, background, and the pause menu design create a hypnotic, immersive feeling that pulls you in as you keep clicking.

That said, I did notice something that might need checking, after purchasing a few upgrades to increase the click rate, it started feeling like the EXP per click wasn’t improving anymore, still giving 1 EXP per click despite spending points. It could just be my imagination, but thought I’d mention it just in case.

Overall, the atmosphere is really nice, and the core loop is enjoyable. Great job!

The gameplay and concept are really creative I especially liked how the player needs to time both the block and punch correctly. That mechanic adds a nice layer of skill to the experience. There are just a couple of things that could make it even more engaging, adding sound effects for both the punch and the block would help make the fights feel more intense and satisfying. Also, the controls shown on the splash screen disappear a bit too quickly to fully read in one go. From my perspective, there are two ways to improve that.

1:- Give the splash screen a bit more time (5–10 seconds) before it fades out, or let players press a key (like space) to move on at their own pace.
2:- Add a separate "Controls" option on the title screen so players can review how the mechanics work anytime before playing.

Overall, it’s a really cool concept and I definitely enjoyed it.

Thank you so much for playing and taking the time to share your thoughts , we truly appreciate the feedback.

We are really happy you liked the core concept. We are definitely hoping to expand on it in future versions, including adding spells related to the four elements. These spells will introduce more creative puzzle mechanics tied to each element, making the gameplay more engaging and enjoyable.

Thanks again for the feedback on our very first game jam project, we truly appreciate a lot.