Great atmosphere and really fun gameplay! Not that easy, which makes it even better.
Conan Fred
Creator of
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Thank you so much for your message! I’m really glad you enjoyed the idea, the map, and all the NPC animations — that part took a lot of work, so it’s great to hear it stood out for you.
You’re absolutely right about the post‑processing, especially the distance blur. Several players mentioned it, and it’s definitely something I’ll tone down to make the visual experience more comfortable while keeping the overall style intact.
Thanks again for the positive and constructive feedback. It’s incredibly motivating for improving the game further.
Thank you so much for your feedback! I’m really glad you enjoyed the controls and the “Where’s Waldo” vibe — that’s exactly the feeling I wanted to capture.
You’re absolutely right about the post‑processing being a bit strong, and it’s something I’ll definitely tone down to make the visual experience more comfortable.
Thanks again for the kind words, it really helps and means a lot.
Thank you so much for your detailed feedback! I’m really glad you enjoyed the core mechanic and the overall atmosphere, especially how lively the mall feels with all the animations — that part took quite some effort, so it’s great to hear it stands out.
About who you’re supposed to find, you’re absolutely right. Some characters look identical, and in certain cases they are identical, which makes it hard to tell whether you’ve already found the correct one. This is a current limitation of the prototype, and I plan to add more unique visual identifiers (accessories, color variations, distinct features) to make the search clearer and more intuitive.
Regarding navigation, I completely understand your frustration. You’re right: the current movement system feels like it was designed with a controller in mind. A proper rework of movement and camera controls is planned to make the experience smoother and more natural on keyboard and mouse.
Thanks again for your message — this is exactly the kind of feedback that helps turn a game jam prototype into something more serious. I’m really happy you see commercial potential with some polish, it’s incredibly motivating for the next steps.
Thank you so much for your feedback! I’m really glad you enjoyed the mall atmosphere — making everything feel alive and vibrant was a big focus, so it’s great to hear it worked well. And I’m happy the gameplay loop felt fun and satisfying for you.
About the X‑ray ability, your feedback is spot‑on. You’re right: once you reach levels where you need to find 4 or 5 people, it becomes very tempting to spam it, which reduces the challenge. Adding a limit — either a cooldown or a fixed number of uses between each person found — is a great idea. It’s exactly the kind of tweak that can make the game more balanced and engaging.
Thanks again for sharing your thoughts. It really helps shape the future of the project, and I’m glad you enjoyed the experience!
The concept is really cool: flying monsters constantly hunting you, watching you, learning your habits… it creates a strong sense of tension. You can feel there’s a real idea behind the gameplay, and I truly hope you’ll expand on what you intended to build.
Right now there are a few issues, which is totally normal at this stage of development, but the foundation is solid. The district‑to‑district progression, the monsters getting smarter after each escape, and the “they never sleep” atmosphere make the game stand out.
Great idea — looking forward to seeing where it goes.
Good idea, very simplistic in a positive way: you quickly understand that the core challenge is really fighting the wind to keep your course. It creates a calm but strategic atmosphere, and it fits the jam theme well.
The mechanics are interesting: the wind shifting with time of day, the no‑sail red zone, the wind‑based combat mode, the rough navigation plotting… it all works nicely. The challenge of finding places is enjoyable too, even if sometimes a tiny bit more guidance would help.
Overall: solid concept, simple but effective. Well done.
The game eventually works for me, but the loading time is extremely long. Without a proper loading screen, you can’t tell whether the game is still loading or if it has crashed, which is confusing.
I managed to create a match, but the UI definitely needs improvement: some windows overflow off‑screen, menus overlap, and too much information appears at once. It becomes hard to read and hard to know where to click.
With a proper loading screen, better‑scaled UI windows, and clearer menus, the game would be much easier to get into.
A truly unique and ambitious concept: managing the internal circulation of a massive bio‑mechanical leviathan, balancing the gyro, moving cargo, dissolving parasites… The idea is extremely creative and the pseudo‑scientific presentation is great.
However, there’s a major issue: far too many UI windows at once. Menus overlap, some panels extend off‑screen, and the player receives so much information at the same time that it becomes hard to understand what’s going on. The interface calibration makes it difficult to read, and you end up fighting the UI more than playing the game.
The concept is fantastic, but the UI needs to be simplified — fewer windows, clearer layout, and more readable essential information. Right now, it’s interesting but very hard to follow.
Yes, exactly — the idea would be to break only the decorative objects, not the furniture. Furniture should stay intact to avoid destroying the whole environment at once, but allowing small decorative items to break or disappear would give players clear feedback and make the search more dynamic.
It keeps the gameplay readable while adding a satisfying interaction.
About the single‑player mode: honestly, I wasn’t able to find the props easily. For you it probably feels simple because you know exactly how everything works — but for a new player, it’s not that obvious. Without clear feedback or interactions, it’s easy to get lost.
A fun concept where you explore a haunted spaceship, hunt down ghosts, and destroy the Ghost Heart so they stop respawning. The idea works well, especially for 2–4 players, but playing alone feels a bit empty — there’s no music, no sound effects, and the atmosphere suffers because of it.
Adding audio feedback, ambient music, and maybe some AI ghosts or AI teammates would make the experience much more engaging. Still, it’s a solid start with a cool idea that definitely deserves further development.
A very original concept where you hide… and then hunt down your own past selves. The idea is clever, and the gameplay has real potential, especially with the ghost copies stacking up after each win.
However, the music loop becomes frustrating quite quickly — the track itself is good, but the repetition is too short and breaks the immersion. I also have to admit I didn’t fully understand what to do at first; the game isn’t very intuitive, and you sometimes end up unsure about the objective despite the strong concept.
Still, it’s a creative and promising project. With clearer onboarding and a better‑handled music loop, this could turn into a standout jam entry.
A nice little game where you search for hidden objects in the scene — simple, fun, and engaging. The idea works well and encourages players to explore every corner. However, the UI is not properly calibrated, with some elements overflowing on the sides, which affects readability. Some objects also respond poorly to clicks, making detection a bit frustrating at times.
Still, it’s a solid start. With a cleaner UI layout and more accurate object detection, the game could become much more enjoyable.
A nice little game that makes great use of the Fantasy Kingdom, Dungeons Pack, Particle FX Pack, and Fantasy Rivals Pack to build a charming and cohesive atmosphere. The world looks good, the assets are well combined, and there’s clearly a solid foundation to expand upon.
However, the game could benefit from more clues or interactive elements to better guide the player. At times, you’re left unsure of what to look for or where to go, which slightly breaks the flow. Adding a few mechanics — hints, visual or audio feedback, small interactions — would make the experience much more engaging.
Still, it’s a promising start and definitely something worth following as it develops.
A fun turn‑based hide‑and‑seek concept where two players can face off, or you can play solo and try to find the hidden object before time runs out. Listening to clues adds a nice touch and makes the search more engaging.
In solo mode, there’s not much to interact with — nothing breaks, nothing reacts — which slightly reduces the excitement of exploring. It’s a bit of a shame, because being able to smash things while searching would make the experience even more enjoyable. Still, it’s a solid start with an original idea that definitely has room to grow.
A really fun concept where five people hide throughout the mall by disguising themselves as everyday items, and you only have five minutes to find and detain them. It’s an original, fast‑paced idea that makes you want to replay and improve your score.
The game could benefit from additional interaction sounds — for example, clear audio feedback when you identify a correct or incorrect object — which would make the experience more intuitive and satisfying. Still, it’s a strong start with solid potential, and with a few improvements, it could become even more enjoyable.
A charming and original concept where you and your sniffer dog work together to protect lives by checking suspicious bags before time runs out. The gameplay loop is simple but engaging, and upgrading your good boy between missions adds a fun sense of progression. The idea of rewarding Spot with his favorite toy at the end is a delightful touch that gives the game real personality.
A surprisingly original concept where you play as a runaway doughnut trying to escape a police station while dodging surveillance cameras. The idea is fun, quirky, and definitely memorable. The game is enjoyable, but the camera‑switching controls can feel a bit tough at first, as they aren’t very intuitive. Still, the experience is genuinely interesting, and with a few improvements, it could become even more engaging. Looking forward to future updates — especially new maps to expand the adventure.
Wow, thank you so much for your message! It means a lot to hear that you had such a great time and that the game stood out for you. Even though there are still a few things to improve, knowing you enjoyed it this much is incredibly motivating.
I’ll keep working on updates to fix, polish, and expand the experience so it gets even better. Thanks for sharing your thoughts — it truly helps.
Thank you so much for your feedback! I’m really glad the concept caught your attention and that the creative hide‑and‑seek style works well — that’s exactly the experience I wanted to build.
And you’re absolutely right: the game deserves to grow, and new maps are definitely part of the future plans. More variety, more unexpected situations, more ways to surprise the player… that’s what will keep the gameplay fresh and exciting over time.
Thanks again for your message — it’s incredibly motivating for the next steps.
Merci beaucoup pour ton retour ! Je suis vraiment content que tu aies apprécié l’ambiance et le rythme du jeu — c’est exactement ce que j’essaie de construire comme identité. Et oui, il reste encore pas mal de petites choses à peaufiner, je te rejoins complètement.
Ton message montre que la base fonctionne bien, mais qu’un peu plus de polish rendrait l’expérience encore meilleure. Je vais continuer à améliorer les détails, ajuster ce qui doit l’être et rendre le jeu plus fluide et agréable.
Merci d’avoir pris le temps de partager ton avis, ça aide énormément pour avancer.
Merci beaucoup pour ton retour ! Je suis vraiment content que l’idée du jeu t’ait plu et que le défi d’observation fonctionne bien pour toi. C’est vrai que certains éléments peuvent parfois être un peu difficiles à repérer, et tu as raison : cela peut casser un peu le rythme… mais ça fait aussi partie du challenge que je voulais créer.
Cela dit, ton commentaire est très pertinent. Je vais travailler sur la lisibilité, le confort visuel et quelques ajustements pour rendre l’expérience plus fluide sans perdre l’esprit du jeu. Ce genre de retour est précieux pour faire évoluer le projet dans la bonne direction.
Merci encore pour ton avis — ça motive énormément pour la suite.
Ahah, I see what you mean — it really feels like he’s doing the exact opposite of what you expect. That’s actually part of the charm of the game: you think you’ve got him figured out, and then he slips away, hides somewhere unexpected, or takes a path you didn’t anticipate. It creates that little moment of “Wait… where did he go now?” that keeps the tension fun.
But don’t worry — he can run, he can hide, but he can’t escape forever. That’s the whole thrill: the chase, the surprise, and finally catching him when he least expects it.
If you ever have ideas to make his behavior even more unpredictable (or more fair), I’m all ears.
Thank you so much! I’m really glad you had a great time with the game. The “find the hidden target before the timer runs out” idea is simple on purpose, so it means a lot to hear that it works well and keeps the levels fun.
I’ll keep building on this foundation and polishing the experience. Your feedback genuinely helps the project move forward.
Thank you very much for your feedback and for taking the time to look at But where is he?. It’s truly encouraging to hear that DF Games Studio sees potential in the concept and would be open to further discussion if the game manages to reach a wider audience.
I completely agree that community engagement is key. Player feedback helps refine the experience, highlight what resonates the most, and guide future improvements. I’ll continue gathering comments, iterating on the project, and making sure the community can actively shape its evolution.
I’d be glad to talk with you when the time is right. Thanks again for your support and openness.
I’m excited to introduce my brand‑new hide‑and‑seek game — a fast, fun, and unpredictable adventure where every round keeps you on your toes. Get ready to hide smart, seek fast, and outplay everyone!
Where is he?
Can you find the needle in the haystack? Test your observation skills in Where is he?, an intense search game where every second counts.
About the Game
In Where is he?, your objective is simple but challenging: scan a bustling, dynamic crowd to locate specific targets before your time runs out. Whether it's vendors setting up shop or a dense crowd of shoppers, every character is a potential distraction.
Will you be quick enough, or will you click on the wrong person and suffer the penalty?
Key Features
- Progressive Challenge: Levels get tougher as you progress. More targets to find, tighter time limits, and faster-moving crowds keep you on your toes.
- Dynamic Search Tools: Use the Joker (X-Ray) to spot targets through walls and receive a directional hint to locate the nearest target. These tools are perfectly integrated into your gameplay.
- Skill-Based Rewards: Earn combos for consecutive correct clicks to boost your score and gain extra time.
- Immersive Atmosphere: From ticking clocks when time is running low to 3D spatial sounds that help you locate hidden targets, the environment reacts to your performance.
- Comprehensive Stats: Track your wrong clicks, best times, and achievements directly in the pause menu.
- Play Your Way: Fully playable with Keyboard & Mouse or Gamepad. You can customize your bindings to suit your playstyle.
Controls
You can rebind your keys/buttons in the settings menu. Default configurations are:
| Action | Keyboard & Mouse | Gamepad |
| Select / Interact | Left Click | RT (Right Trigger) |
| Move | WASD | Left Stick |
| Look / Rotate | Mouse | Right Stick |
| Boost | Shift | RB |
| Slow | Ctrl | LB |
| Reset Camera | F | B |
| Joker (X-Ray + Hint) | X | Y |
| Pause Menu | Escape | Start |
Note: Additional controls include mouse wheel/D-Pad for switching targets and dedicated keys for FOV adjustment and camera movement.
How to Play
- Observe: Navigate the scene using the FlyCamera to explore every corner of the environment.
- Identify: Spot the targets shown in your preview panel at the start of each level.
- Interact: Click to confirm your choice. Find the target to score and earn rewards, but avoid the penalty for clicking the wrong person!
- Survive: Manage your lives and your timer. If you run out of time, you'll have to retry the level—don't let the pressure get to you!
Are you ready to clear the crowd? Download Where is he? and start your search today!

