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CatIcedTea

189
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A member registered Nov 13, 2023 · View creator page →

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Very cute and sad T-T


I wanted to hang out with her more and be her friend, she seem like she needed a hug. I also managed to find the void. Very solid entry with good artstyle and story!

Thanks for an in-depth feedback! I did the entire level design on the last day so I was rushing to get it done. I'm planning to update the right path at least since the key is hidden behind an unconventional slope that could confuse some people. Probably going to also implement a load screen for the performance problem you mentioned, I didn't seem to have any problem performance wise on my end but it'll help others at least. And yeah, the rocks didn't export to Unity as I would've liked with the deadline close, so I'm redoing the rock model entirely after. As for the smooth shading, I did turn on smooth shading up to a certain angle, I didn't want it to look too smooth but I'll play around with it some more as well as the materials. Thanks again for such an expansive feedback!

Thanks! Modelling and animating the enemy took a good chunk of time so I'm glad you enjoyed them!

Thanks for playing! Yeah, I'll have to go back to edit the level a bit for the path to the right. But yes, I was inspired by this Cry of Fear enemy as well as another similar one!

Very cool artstyle! I like the use of the mic. I enjoyed just exploring around a bit in the world. If you could, I think implementing subtitles would be nice for the radio and as someone else mentioned, locking and hiding the mouse as well as lowering default mouse sensitivity or a slider option.

It's quite cozy, though I did wish there were more obstacles in exchange for having more time/sanity. It took me a few tries to get that there was a hidden room for the last cleaning spot.


It has a pretty good gameplay loop and foundation to build on if you start implementing repeatable days, more randomization and a scoring system.

I love the very campy vibe. Whenever I would look back and see the cryptid I was like "Ahhh I gotcha lacking!" as I hear its groan lol. The fishing mechanic is also pretty fun, similar to Stardew Valley's. I immediately went full power the first time and struggled with reeling the fish in and just decided to stay within  the 50-60% power range which was a lot more comfortable for me to reel in the fish while checking back.


I only encountered one problem on the download version, the game crashed when the timer reached zero. But that's understandable, the game is very enjoyable overall!

Toxic yuri? Sign me up! Fortunately (or unfortunately...?) my willingness to go with her made me survived and got a happily ever after(?)


The looping in the story is pretty seamless and fits the jam's theme perfectly! My only gripe is that I wished Jasper's background of her being trans was touched on in a more cohesive way, such as weaving all of it in with the dialogue between Jasper and Annabell, rather than just an exposition.

But overall I enjoyed it very much!

Thanks for playing! I tried making it not too hard accounting for all skill level because I would hate for someone to get frustrated and having to restart all over again, especially in a jam. But I'm glad to see you managed to spot some of the extra hidden healthpacks!

I like the art and the story! The environment is unnerving and the final section is pretty disturbing. Good work on making something with cute art also creepy!

Thanks for making a playthrough of the game! And yeah, combat is definitely hard to balance, especially for a horror game and a jam game. The original difficulty used to be harder, but I figured since most people will want to play something short and quick and would hate having to restart all over, I should reduce the difficulty to also account for varying skill levels.


The enemies used to hit a bit harder and had a bit more health, stamina regen timer was one second longer, and there were no health regen up to 40. I gotten so used to how combat in my own game worked that I thought it was still a bit too easy until I got a friend to do a playtest run and decided to make it easier lol.


But congrats on making it through! You managed to avoid one ambush on the right side path but missed a few hidden healthpacks!

I love how you mixed anomoly type games with combat! I felt kinda like an action hero a bit because of the sliding while playing lol. The monsters definitely kept me a bit on edge though. Whenever I heard its scream, I would panic a bit looking back and forth to see where they are coming from.


I also think the red light from the character's back is a pretty clever way to ground and keep track of the player, almost like in Dead Space.

Thank you! And you got it, Cry of Fear was the biggest inspiration for this game! I wanted to do something with combat and Cry of Fear was the first game that came to my mind and especially its enemy design.

I like the story and the game all around reminds me of Amnesia! I love all the physics interaction and the final scare did run a shiver through me.

I appreciate it! I had a few enemy designs sketched and this was the one that made it to the works. It was inspired by enemies from Cry of Fear, namely the Citalopram and Faster. Modelling and animating the enemy themselves took me two days out of the development time so I'm glad you like it!

I managed to find the cabin and summon the demon! Good artstyle and the chat is funny, I like how a lot of their names are anime references, particularly both ChibiUsa and Usagi from Sailor Moon! But like the others, I do think it was a bit hard to find the cabin at first. Maybe a light source for the cabin would help.

Thanks for the feedback! I designed the entire level on the last day so I was rushing to get it done lol. But I hoped it wasn't too bad. I specifically placed light sources not too far off from eachother to help lead the player to the next area without stumbling in the dark too long, with the red light marking the return home to the center (though I forgot that for the path straight ahead, luckily it is the easiest and shortest path of the three).

I Love the feel of the game! The monster design is pretty cool! I figured out that the monster had a set patrol path and I was using the way camera getting grainier when you look at its location to locate it early on, but it still felt tense. I actually didn't feel the need to use the gun at all but I appreciate it being there as a last resort and took some potshots at the monster for fun when I reached that high area lol.

Thanks! Awesome that you got good at the combat, you can exploit their attack by baiting it out pretty well. It was kinda hard balancing between people who are more experienced with these types of combat and people who aren't. At the end, I figured it was just a short game and a jam game at that, so most people will want something quick and kinda easy without having to restart all over again.

Thanks for playing our game! I totally forgot to add collision to the door lol. It's always nice and interesting to see how someone else playthough.

You nailed the artstyle and the combat is pretty unique! I just wished that certain interactable items were more noticeable or have some sort of indicator.

Thanks! I love the PSX style too! Signalis in particular is one of my favorite PSX styled game. For this game,  I wanted to focus on how we perceive the things in the dark and let our imagination do the work, so I'm glad that it worked!

It's kinda creepy, I got promoted a few times though! I did notice my performance started dropping the more I play.

It made me feel a bit like Pac-man collecting all the shinies! The race against time added some tension and I was rationing the time reset. I did feel that there could've been some enemies or obstacles aside from the timer, and that certain collision were too big some of the rocks, there was one item I couldn't collect because an invisible collision from a nearby rock blocked it. Luckily there were more than 20 spawned in.

Thanks so much for playing! The map is a bit big, yeah. There's three paths you can take from the center that each leads to a key. And I can't believe I overlooked the game over screen buttons, but thanks for letting me know!

I like the environment and how straightforward the game is! How the light interact with the environment is pretty cool. One thing I did notice though is that the player's collision box is noticeably bigger than the player's actual sprite that led to getting stuck on objects and around corners.

Sent on discord!

Hii! I would be interested to work with you if you have any yuri and sapphic project ideas of your own as a programmer! I have experience working in Godot and Unity. These are the games I previously worked on for game jams https://caticedtea.itch.io/

I'm a huge yuri fan too and would love to finally work on a yuri project!

Reminds me a lot of classic flash games! The style works so well together and the puzzles were fun. I love how each new mechanic was introduced without needing any explicit explanation.

Hey! I'm a developer from US-East also interested in teaming up! I work on Godot using C#. I haven't really tried teaming up like this before so it'll be a new experience for me. I have a few games I did for jams on my page if you're interested, I'm still somewhat of a beginner. I also have a friend that does music and sound that helped on our latest game who will most likely also join to help.

I can also do some 2D character art to help, but horrible at animation. I did the art in my games so far but it's really draining on me. I also have some art outside of games but haven't really practiced for quite awhile, here's some https://www.pixiv.net/en/users/72307045 (I mostly do sapphic art).

I really like how cute your artstyle looks, especially those 3d character models!

Rated!

Thanks! I also just rated yours.

Rated!

I just rated yours!

Just rated!