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DJArcWolf

11
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A member registered Sep 29, 2025 · View creator page →

Creator of

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Cool concept with the dog retrieving the items you need! As for problems I had, I encountered some frame stutters during the first area and the text was hard to read sometimes either due to the flashlight or the font itself. Would love to see this game expanded upon in the future, interacting more with the entity at the end and different ways of incorporating the dog's fetching/collision mechanics.

Really a fan of the art style, especially the way the characters move I thought was neat. Very good mix of both horror and humor. The attacks with the axe felt like they did not register at some points and sometimes the humans would get stuck, but those were the only problems I had. Well executed within two weeks!

Solid game! The visuals are definitely the strongest aspect of it (the map itself, slime/human animations, doors/glass breaking), looked great. Performance was fine for me, though I did encounter a drop in frames in the long vertical hallway with a green tint. I think the game would definitely benefit from some ambient background noise and/or sounds for when the slime is moving around.

Thanks for the compliments and feedback! Great to hear you liked the map deformation aspect of it. I put probably a little too much time into that while I should've focused on other parts lol. I agree the game would definitely benefit from having more direction, more or less relies on the player's patience while exploring the map entirely right now. If I were to work on this more, I would definitely expand upon the environmental story telling 100% in addition to the lore.

Also a little fun fact about the RAZR, I was originally designing it to also glide across the surface of an object. Ideally, this would allow the player to better traverse the map and escape the wind attraction from the hole. Unfortunately, I ran into more physics problems than I could tackle for a two week jam, so I had to put it on the back burner. Its rough implementation is buried in the game's code somewhere though.

Thank you for the compliments and feedback! Most of the audio and visuals I acquired from people on itch and other platforms. Their work I linked on the game's page if you are interested. Definitely agree on the visual guidance, my focus was elsewhere and time snuck up on me, so I was unfortunately unable to work more on that in time. Same with expanding the content on the map, inside and out.

In the game's current state, there is only one way to safely escape via the lone building outside the fences. The intended way to get there is to use the RAZR on the surrounding buildings/scaffolding to get on the large building's roof, and finally hop onto the lone building's roof from there. If updating it further, I would definitely work more on this as it was (as you pointed out) not clear on how to get there and it also becomes not possible once the hole grows large enough. Appreciate the interest in this, apologies it wasn't more fleshed out for you to explore.

Thank you for the feedback! I believe too that the issue has to do with Godot's web build specifically, as that problem was not occurring on the OS builds. I went ahead and made a note on the game page regarding it. Glad you enjoyed the rest of the game!

Thank you! Completely understandable about not knowing what to do, I ran out of time and was not able to implement a structure for the game flow.

Thank you for the compliments and feedback! Most of the visual/audio assets were free on itch and other platforms, and the links for them are on the game's page if you are interested. I would very much like to expand upon the map more if I decide to update it later. As for the camera control bug, as far as I can tell initially (and as suggested by another commenter) it has to do with how Godot exports the web build.  The wind values I was experimenting with quite a bit since I wanted to find the perfect balance between allowing the player to explore more but also be more of a threat if too close to the hole.

Not much to the level as it only shows off the game mechanic, but given what you said about working during this, I think it is a pretty good start. With a bit more time, I believe you could totally create more levels, along with using the mechanic in other different ways. Cool stuff and keep on making games!

I liked the concept for the game and found the minigames to be enjoyable. I could definitely see you expanding this to haunting places other than this supermarket or other supermarkets with different environments and minigames. I think having a far indicator or highlighting the objects for those minigames would be very beneficial so I'm not just "hugging" everything to see if I can interact with it (also would help for not interacting with the other shelves once one has already be done). That or make the timer more forgiving, that way finding them feels more planned for. Good short game overall!

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I think this game has decent foundations (movement and enemies) along with good pixel-art sprites, however, there's just not much gameplay content and doesn't seem to be an end to the level. Besides that as a next step, an in-game explanation of controls and the end goal would be a nice addition.