Nice platforming and puzzles! The level design was really well done, I liked it
Danymeh
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Ahaha, no problem! I enjoyed your game even if it’s quite simple, and the controls work nicely. There are a few issues: the sound is okay but repetitive, and the SFX could be improved. It’s also a bit strange that touching a civilian with the helicopter kills them, but shooting doesn’t, even though zombies and humans both walk, probably makes it easier, but it feels inconsistent. But for just 7 days of work, good job!
It’s a really well-crafted ambiance game. The cards were thoughtfully designed and meaningful, which made even simple questions feel scary. The ending was well executed, with tension building nicely, and I especially liked the trembling hand since it added a lot to the atmosphere.
Some minor issues I noticed was that sometimes the hand indicated I could pick a card, but I wasn’t able to (maybe make it double click to reveal and pressed to drag, idk if it's better). Plus, it would also be nicer if, when clicking on one card and then the next, they didn’t stack perfectly but had a slight offset. And at first, I thought we had to write the name with the mouse, which confused me a bit, I did try to draw my name with the mouse (kinda ridiculous).
Nonetheless, I really enjoyed this game. It’s well made, polished, and free of bugs that could have broken the immersion. Good job!
There are some issues with this game. I agree with what others said, but for me the main problems were that the camera movement can be nauseating and may cause motion sickness.On steep parts the player can clip inside the terrain, and I didn’t realize that the object creating the mist could be picked up. Outside of these issues, the feeling of defeating enemies was satisfying (that's the reason I played it a bit more).
Hi! I really liked your game (hooray for platformers). I noticed that moving onto a moving platform gives acceleration, but leaving it doesn’t, which feels a bit inconsistent. The second jump is minimal, but it works well. It’s a bit of a shame that when you're in a higher platform you can't see on what you'll land, and the game doesn’t have a fullscreen option. Still, for what it is, it’s really enjoyable!
Hey! I really like the concept of your game and the mechanics are fun to play. The sprites look great, though I noticed they’re not animated yet, which could add a lot to the overall feel. The sound is working, but currently there’s only one sound playing; it could be really satisfying to add more rhythmic effects, like booms or hits synced to the actions, similar to other rhythm games. I understand this is your first game and that you’re working solo, so it’s already impressive what you’ve achieved.
Thanks a lot for sharing your thoughts! Even in its current form, the movement and sound between the lockers are super smooth and immersive. The idea of having usable items and more AI-driven enemies sounds great, and I could also see a version where you can inspect things instead of relying on steps or waiting for anomalies, that would add a lot of depth. The base is already strong, and I’m excited to see where you take it next!
Thanks a lot for giving it so many tries! You’re absolutely right about the menu, it was broken due to an input mapping issue, but that’s been fixed now. Really appreciate your persistence and detailed feedback. Glad you still enjoyed the chaos despite the janky controls, and don’t worry, there wasn’t any crucial info hidden in the menu, so you weren’t missing anything!
The art and sound are really well done, though I’m not a fan of the dialogue sound. At some points it’s unclear what to do, especially on Day 2 and Day 3. There’s a flower pot and a key, but after clicking on everything, I still wasn’t sure what was interactive. All I could do was watch the man slowly approach through the door.
Also it is a bit strange that when the man is at the door the count is still going down and we can still hear the footsteps.
Overall, though, it’s really well made.
Nice game! The tight, single-screen scope works really well here. Everything feels polished, even the little squish animation when the player lands is a great touch. The power-ups fit nicely into the flow, and the “Press F to scream” bit is a clever addition. The intro sets things up clearly and cleanly.

