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idkchief

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A member registered Sep 03, 2025 · View creator page →

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Loved the door update! Because of the narrow flashlight, I feel the doors really help with sectioning exploration. I was also able to watch my friend get a dog companion during the in-class play test and I thought it was really cute. I think the narrative and the lore could be expanded, and maybe the player has a way to escape (or not lol).

I liked how there were more options to choose from to add to the customizable mechanic! The separation with the accessories also gave more choices to the player. As for the theme, the extra skin colours was a fun addition, especially for the Halloween season. Looking forward to more holiday themed games!!

Draw Your Spells community · Created a new topic Comment

Best update yet! The indicators in the top left of the screen for player stats really helps with knowing what the player is supposed to be doing.  The game has definitely come a long way from it's early development stages especially within the timeline of the class. This most likely be because the screen I'm currently on is a different resolution, but when I tried playing the web version,  the player stats are cut off for me.  But I did see some gameplay in class and appreciated how much easier it was to know the objective!

Though it's a short game, I enjoyed the feel of the player character's physics as it was easy to control the character. I believe you could take what you have and expand, making more levels. I enjoyed seeing the assets for enemy and definitely enjoyed playing it in class. 

I liked how there's different mystery customers if the player chooses to serve mystery customers again. Deciphering their orders took me a bit in class, but it definitely was a creative way of conveying the numbers to the player. Though twine is naturally more narrative, you were able to take the existing mechanics and create a whole burger simulator in a text-based game. P.S, good job on the image assets lol. 

Reminds me of those old iPad games with similar mechanics, and is totally giving Happy Wheels. I also liked how there was a flip counter. I think if there was a score the player had to achieve or a certain number of flips they need to do in each level, it could add another element to your game! Really enjoyed playing this one in class

Super spooky game! I found myself dying a few times, and the speed of the enemies really adds to the horror element. In a way, it's a jump scare without it being an actual jump scare, which fits perfectly for the premise of this game. I think it would be better to have the flashlight be wider, and to compensate, decrease the length. I find that it's a little too difficult to sweep the wider rooms with the current one. Or, you can keep the flashlight the way it is and add some ambient light in the larger rooms.

Would have been so perfect for the Hallo-week play test. The character customization aspect brought be back to those dress up games. Would love to see the head accessories and wings (or bdoy accessories) be in separate pages so the player can have both if they wanted. Maybe there could also be full on costume presets.

First thing that drew me in was the music. The game art was really well done. My personal favourite part has gotta be the 'bop it' choices. Absolute genius. One thing I noticed was that the sprite for the coat sometimes changed to a glove when the player interacts with it. I'm not familiar with how acquiring Renpy sprites for the character imgs in the dialogue box works, but the fact that the player character's sprite was in a totally different art style than the rest was hilarious. The story being compelling in such a short amount of time was also well done!

I like how you made a Halloween themed game! (Even though the play test was a week later lol). It was nice that you made Jack o' Slammer automatically block the player's attacks to make them learn that it's a 'turn-based' game. It was also nice to see that the player has time to react to the punches. I'm not sure if I noticed it during the playtest, but maybe you can gradually increase the difficulty by giving the player less time to react to Jack o' Slammer's punches :)

Super cool game! Can't wait to see the finished product :)

Loved how it was super informational and realistic. I also like how there's different endings based on your choices. Had a great experience with this one!

I really liked how it was turn-based, and how you're only able to move in the same way actual chess pieces move. Hoping to see levels where there's different pieces involved!

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you can recharge with R! working on a tutorial within game to help better understand it 😊

Edit: Love that you added a respawn! I also appreciated the checkpoints and how the player has to parkour to get to the checkpoint.  The next level was scary and exponentially harder LOL. It's a good challenge for the player!

The assets were really cute, and the music happening IRL was a nice touch. Very immersive. I think if you made the recipe book clickable,  you can help the player figure out the ingredients easier. Ending screen was beautifully made!

Simple, yet effective. I can definitely see myself playing this type of game when I don't wanna think too much. I think you could definitely do something with the coins, like have a shop the player can use to get items to help their gameplay (eg; jump boost, free life, etc etc.)

i liked how the player doesn't have infinite bullets and they have to collect more bullets throughout the map. i didn't notice it at first, but the character also picks up a gun, which i thought was a cool detail. 

i really appreciated the on-screen controls, and the co-op mechanic was really cool! it took me a little while to realize that the longer you hold the up button, the higher the player character goes lol. cool concept! you could make a variety of coop levels !

i really liked the tutorials as i progressed in the game. the ground smashing and being able to break the blocks was really cool. the thorns also didn't appear again until the player left the thorns which i thought was nice for progression purposes lol. the jump boost was a little hard to time, but that's prolly just a skill issue on my part. sick game bro!

if the teddy bear and other elements were hand drawn by the developers, they're super well done! it was a short, and simple concept! the music was giving doki-doki literature club, so if there's a psychological path you wanted to venture down, it's totally possible!

the elements were really well done! the controls were a little confusing at first but it was cool you had different scenes. it would be interesting if there was maybe a different cauldron overlay if certain items were placed in it.

totally gave me roblox obby vibes. the respawn point can be implemented and will improve gameplay experience. makes me wanna get to the top!

the pixel art design was pretty cool. I liked the unique tiny character I played as. It was short and sweet.