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Blind Birds

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A member registered Feb 04, 2024 · View creator page →

Creator of

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Thanks for playing, agree on it being to difficult atm.

Excelent game! Very well paced and interesting. Played throught 4 times to see some diffrent endings! I think you did a great job building tension here! Like one person said before its a little bit to "in your face" for my taste but other than that I REALLY enjoyed playing this. Great job!

I really like the consept and presentation. It felt a bit random at time and I used a lot of trial and error at some points but I still enjoyed it! Good job :)

This was very polished and an entertaining experience. The minigame with the doll was a bit confusing as I thought I need to do something with the trashpiles and did not realise I just need to hit her multiple times. If you want to polish this up a bit: I think the player should not be able to outrun the doll that easily. You forgot a word in the "Its time to let your past behind..." text. Great work!

Loved it! To me this is as close as it gets to a perfect game jam game. You came up with an idea and almost perfectly executed on it. Visuals and audio are top notch. Loved the little touches in the environment like the camera constantly watching you. As some other people mentioned before the only thing that could be improved was the horror aspect but at least its tense. Great job!

Oh I should have been more specific with that statement. I meant that the player can get "stuck" in a corner while getting chased by the enemy. Got stuck in one of the cells one time and in the room with the chemistry stuff. 

Totally agree with all the points. It’s way too hard at the moment, and this won’t be the first level going forward. The lack of music is intentional for now, although it definitely needs more ambient sounds. I’m currently working on the AI feedback regarding flinching and blood decals. Next up after that will be some SFX for them.

On that note, the AI will be more active in the future, and I already have quite a bit of work done in that area. However, I chose not to include it in this build since it was made for a game jam and I didn’t have enough time to fix some bugs with the pathfinding.

Thanks a lot for playing and taking the time to record and give such solid feedback. Much appreciated!

Well done! Really unsetteling from start to finish! Usually I really dont enjoy games like this but I had fun playing this one. The art was highly uncanny and weird in the best way!

Overall solid concept. The UIs scale is a little off and its a bit out of place that there is a minimap imo.

Liked the atmosphere a lot. I was a little confused at the beginning because the hallway is pitch black and I didnt get that the door is even open at first. Other than that and the fact that the player can easily get trapped in a corner it was a fun little experience, good job!

Nice little game. A little buggy and rought around the edges but still enjoyable. The camera feels very floaty and kind of delayed which made me feel a little bit motion sick after a while. Also a way to skip the intro would be nice for second attempts.

Well made and fun little idea. The sacrifice was a little confusing though.

Yes at the moment there is only one level. If you collect pieces of evidence AND complete the level you get to inspect the items in the player apartment for some background story. Also if you do a "true" level competition (meaning you collect all 3 pieces of evidence and complete the level in the same run) you also get a slightly different end Screen that also gives a little bit more story. I plan to expand the game in the future so feel free to follow to keep up with it :D Glad you enjoy it!

A little rough around the edges but I liked the premise. I also really liked the moment at the end of the sewer where the monster crawled down. It is a little bit too easy to just run through everything imo which only gets more noticeable because the enemies stop chasing the player very quickly.

Thanks a lot for playing and the detailed feedback. I absolutely agree on the player health. I was planning on increasing a vignette and add some audio cues when the player gets low but it got pushed back on my list. I already have AI behaviour that's quite a bit more advanced than what's in the final build because I was not able to fix one very game breaking bug so I decided to scrap this for the jam but this includes inaccuracies depending on the angle and distance with some pathfinding away from the player after engagement to make the bots feel a bit more intelligent and alive. 

On the items I totally agree especially because the environment would be way more detailed going forward it's not a good idea to make the player look at every single piece on the map. I plan to add a short briefing of some sort before the actual level and be more specific in the UI as to what you are actually looking for.  I also already have the system in place where you can inspect the evidence you collect on an successful run after the mission back in the player apartment to give a bit more context to what's actually happening. 

Again thanks for taking the time, much appreciated:)

Hey thanks a lot for the pack. I used the pistol in my most recent game. Much appreciated

Thank you!

Hey thanks for playing and taking the time to record it! I need to make it more clear that you can aim down sides with the right mouse button and lean around corners with Q and E. This is game is designed to be played very slowly and carefully. 

Hope you still had some fun :)

Thank you! Yea I get a lot of feedback that it's a little to hard. I think I did not make it clear enough that you are supposed to take it VERY slow and lean around the corners clearing angle after angle. Would greatly benefit from a short tutorial haha. 

Thanks a lot for playing and for the feedback :)

Ohhhh makes total sense....I just had the audio super low and on speakers so I did not notice...gonna give it another shot :

I really like the vibe and claustrophobic feeling this game gives me. Have to say I am not the biggest fan of the sonar tbh. It was not that enjoyable. I think it would feel way better if eighter the rate at which you can "fire" it would be way faster or it would shortly reveal a bit of the outline when it hits a wall. At the moment its pretty much useless when you are right up against a wall and shoot it into the same direction which maybe would not be that bad if I would not have to wait 5 seconds before i can shoot the next one. But other than that I really enjoyed it and I think its a fun (and scary) idea well executed!

Really great presentation, good pacing and interesting plot. A little heavy on the post processing and the head bobbing is way to strong for my taste. A toggle for that would be great in future games. Great work! 

Is there a way to lose the enemies after you got detected by them? I tried this a couple of times but I dont really get how you are supposed to progress if the enemies trigger as soon as you can see them and you cant lose them again. Am I missing something?

Thanks for playing! Yea I was trying to make it pretty hard so you need to really take your time clearing angles :

Really like the visual presentation and the overall theme of the game. The paranoia was getting worse every second. Good job!

Hey there, thanks for playing and leaving a comment ;) 

This was made for a game jam and we sadly ran out of time before we could include the proper endings. 

It's supposed to have different endings and a meter reflecting how good (or bad depending on how you see it) you are doing. We will update this game to fix it up and include this after the jam is over :)

Thanks, I tried to make the UI as satisfying and cozy as possible in the short time(dotween was a life safer)

Well...this is sad...

Thanks for giving it a try. I am already testing out a updated version which should feel a lot less slippery and floaty while on the ground. Thanks for playing and giving feedback.

Thanks for playing and confirming the need to make the player controller feel less slippery while not in the air

I tuned the player controller to feel good while bunny hopping. I sadly didn't have much time to playtest this time so I realized too late that not everyone is gonna play the game like that. I will definitely work on the controller to make it feel good for both playstyles. Thanks for playing and the feedback 

The movement is tuned to feel good for bunny hopping as I did not playtest enough to realise not everyone is gonna play it like that which results in a very slippy feeling player controller if you take it a bit slower. I will definitely try to make it feel good for both playstyles in the future. Thanks for playing and the feedback.

Wanted to add a proper sky box bit ran out of time. I will definitely add that in the future. The movement is heavily based on the concept that the player bunny hops that's the main reason why it feels so slippery if you dont. Sadly I did not have a lot of playtesters this time so I realised way to late that not everyone will play the game that way. I will look into the controller and work on making it feel good for both playstyles in the future. I also thought about letting the player just shoot the platforms but ultimately decided against it. Will explore this again though and see how it feels. Thanks for playing and the feedback.

Happy to hear that I also had a lot of fun making it and I definitely want to explore the idea a bit more after the jam. You are absolutely right with the rapid sizing and I will change that. I just ran out of time before noticing it and I did not know how to quickly change it without destroying the animation. But there will definitely be a different animation and a way higher "fire rate" for sizing in the future. Thanks for playing and giving feedback

Thank you a lot for the nice word. Glad you enjoyed it, thanks for playing. 

Absolutly dripping with the vibe and style in any way!!! Autstanding visual and sound design really. I was sucked in until the very end and enjoyed every bit of it great job!

ah sorry i dont remember the exact spot but I know it was a upscale "pickup" and right next to it on the right side was a pathway that should only be accesable when you are small. iI dropped down small and kinda slipped under there while scaling up.

I mean cats. Cats are great. The game might be a little bit unbalanced thought. But had a fun time anyways so who really cares. Like i said....CATS!

Really not my genre but I enjoyed it anyways. Feels polished besides a one time i got stuck under a platform while scaling. The level design is challenging enough that you dont just run through them but not to hard to get me stuck.
Also very cute audio and visual design.

I loved the game and your part in the Dan Pos video. The 2D sprites nail the perfect balance between visibility to show a point of interest and blending in to still give the player that "aha, I found something hidden" feeling. The camera detection is sometimes a bit buggy, but it's not a huge bummer. I was very pleasantly surprised to see that you can actually view your pictures and they even get saved to your drive. The constant side quests are a nice addition, giving some extra reason to explore the beautiful environment. Overall, the game reminds me a lot of "Alba: A Wildlife Adventure" and "Penko Park" in all the best ways.

If you plan on taking this game a step further, you could add a photo album of some sort and maybe display some real-world facts about the animals and their habitat to add some educational value. As seen by the example of Alba, these kinds of games can even be commercially successful if sold at a reasonable price. One thing you should definitely add regardless is an FOV slider though.

In my opinion, this game has a lot of potential, but regardless of whether you decide to continue, you can be proud of what you created :)