Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dotoloto

51
Posts
3
Followers
3
Following
A member registered Aug 04, 2025 · View creator page →

Creator of

Recent community posts

Oh I see, I don’t think I realized I could sprint to be honest, or did so subconsciously, my bad. If I could make a suggestion on that - the footsteps should be quicker when the player runs to signify that, as the speedboost itself isn’t that noticeable.

I tried to test monster despawning once when I played it - When I heard the noise and ran back to spawn without looking back, and it jumped me near the starting ladder. I assumed based on my previous runs that it jumpscares you when you look at it, and that's why I didn't look back, but that might have been just a coincidence then. My bad on not fully testing out my theory and good job on implementing it then.

I actually probably never gotten to know it despawns because I encountered it right after it spawned most times. And 15 seconds is surprising long to run around especially if you don't know if it will go away. Maybe it could do with an additional timer, which starts when the player sees it(unless that's already how it works), one that is shorter, that gets longer more times player encounters  it?

I think once when I sat around trying to input the code it might have despawned. Because after hearing the noise of it spawning, I ran to the machine room. And I don't think I have encountered it then when I left. There is no sound cue or anything like that if it goes away is there? So I didn't know if it disappeared or failed to spawn in the first place, not sure if that’s worth adding or if that might detract from the tension however.

The idea of making the generator open the door would be cool, and would also add some variance to the environment with cables going to the door.

I’d love to play the game updated post jam, so keep up the good work.

Thank you for letting me know.

The final step was to light up the moon on the painting as it's a crescent moon much like the smaller statues. Doing so however requires some thought and looking around to properly set up the moving carts, and also fixing the broken mirror.

(2 edits)

First thing, extremely terrifying atmosphere, even after I knew how the game operated the feeling uneasiness remained. Very interesting idea for a puzzle, very engaging and unique.

I managed to get the door handle once, on what I think was an accident. Because I've been unable to reproduce it despite entering what I think is the correct code, so I've been unable to experience the full game.

Despite the liking the concept for the puzzle I think there are a couple of problems in its design.

1. The signals. They vary by about 400hz, which seems like a lot but when you hear them separately it's very hard to know which one was higher or lower, I might also be partially tone-deaf(clinically) making this puzzle almost impossible to solve. I resorted to recording clips of the sound to check the frequencies in an audio program to get the right order. Still somehow couldn't get it to work even after I got what I thought was the correct code.

2. There is no hint in game to suggest the order it lowest to highest, you have to read the game page to even hope to solve it, which is not great for immersion. Maybe a small sticky note on the machine could help, or a metal sign next to it.

3. Why does the machine give me a door handle, or more importantly why would the player expect it to do so? After seeing a prompt about a missing door handle I spent good couple minutes walking looking for it to no avail, only by reading the comments I found that I need the radio puzzle to get it.

4. Rotating the dials should be possible both ways, or at least the player should be able to hold E until instead of having to spam it. This might have been done to prevent cheesing the puzzle, however based on my experience it made me feel pain each time I reconsidered the solution and wanted to try a new one.

The other thing is the monster. It's a very cool design despite being simple. No matter that I saw it like 10 times, it still made me jump and feel uneasy when it appeared. I don't think there is a way to avoid it once spawns however. Which means walking into it and trying again is the only way to get rid of it, perhaps it should despawn after a moment if the player runs away from it and isn't looking at it. Also, once it killed me through a wall, which while scary felt a bit cheap.

Next, very minor thing. Interact text is white making it hard to see with the flashlight sometimes. It could do with an outline or a shadow effect to be more readable. Also sometimes goes off the screen, I haven’t used unity so I have no idea what might be the cause for that.

Other minor thing, footsteps sounds sometimes clip the volume making an odd clicking noise. It’s, again, very minor thing, and should be easy to fix, but I’d rather bring it up rather than hope the developer will find it themselves.

Lastly, the boat used in the intro really clashes with the bit-crunched and low detail of the facility, and on one hand it highlights the ruined state of it. But on the other hand it very much feels so different I knew at a glance it was imported from outside, it did not fit the style. Maybe adding some noise to the texture or playing with the colors would make it feel less like an outsider. It’s seen for just a moment so I don’t think it’s especially high priority.

Despite being stuck with a puzzle which I knew how to solve but couldn't get right, I had fun through the atmosphere, which in my opinion is top notch for a horror game. The loud metal footsteps and the shader crunching the colors really made it feel lonesome and derelict. The music in the intro also pulled its weight in making me feel like there is no one to hear me scream. Overall, could use some work in some parts, but already excels in others.

Thank you for leaving some feedback! I'm glad you enjoyed it ♥

I can imagine how running around would be tedious, I don't see an easy fix however. Although if I ever expand the project some sort of sprint or movement ability could help alleviate at least the running back and forth part. 

As for the two-moon puzzle, it's been changed two times during the development to make it more straight forward. I think part of the issue is the jump in complexity between puzzles, it's mostly due to the length of the game. It has made the complexity curve more of set of steep terraces rather than a gradual incline. I will keep that in mind for future projects.

I'll be sure to check out your game too ^^

Thank you for playing and leaving a comment!

Sorry, to hear you got stuck. Were you stuck in terms of not knowing how to progress? Or stuck in some map geometry and unable to move? Because I had that happen once(although that one has been fixed it by now)

Thank you for playing and taking time to leave a comment ♥

I find that sounds are really important for immersion, I usually resort to recording at night(to limit noise). I take stuff around my room and bang them against each other or slide them around, to later mix together. It’s a rather quick process when you get the hang of it, and for more synthetic sounds I use bfxr (It’s a really great tool). Best of luck on future jams!

Oh, I checked it now. the sound is there after I turned up the volume. It's a very good sound design now that I got to experience it. Explosion and collection are very satisfying. A nice upgrade sound would be good addition to give the player that dopamine rush ^^

(2 edits)

Very cute aesthetic, I love the character sprites and the voice acting was a nice touch. I had a good laugh when the game told me I apparently didn't know any Polish and had to go get a book for it. And also when I gave the man echolocation book.

I feel however that there should be a weak small omni-light at the player when the flashlight is on  as when you walk in any other direction than forwards almost entire screen is pitch black and you won't even know if you got stuck on some geometry.

Also you should have a look at your movement/jumping/gravity code as you can climb walls by spamming space and walking at a wall. I was able to skip the echolocation book with that by climbing over the wall(even if it was weirdly tall). I also got to the top of the center room which doesn't feel intended.

Overall it has a very cute aesthetic,a well cradted atmothpere with the music and sound, and a nice idea of finding books to solve problems. It could however use some more polish and attention to details as map elements sometimes float in the air.

Good job and best of luck on future projects ♥

View from the top of the world

Interesting project, at first I wasn't sure how horror really fit into it, but between the darkness, the tension of the unknown enemies, not being sure if you were spotted yet, which way the grenade you threw bounced. It all gave sense of dread, very well done. I've completed the whole thing, and upgraded everything to the max, it was a very neat experience. I think the only element I found lacking was the sound, or it wasn't playing for me at the very least. I feel like some clicking noises in the menus or sound of explosions would add to the immersion. Also I feel like telling the player there is a rating system after they completed the game is a bit mean when they only goal advertised to the player was “collect 2500 scrap”. However I enjoyed the little arcade game, you have made ♥

(1 edit)

This is a really well made project. I liked the scavenging around to get the supplies. The zombies are very fast and can sometimes lock you into a corner if you are not careful, but with looking around for medkits(and their alternatives) it's very much possible to get through the game without dying. Opposed to what I read from the comments I found the knife combat very easy once I understood the rhythm of stepping backwards and slashing, only times I was caught by it was when I ran out of room, which felt very fitting for the scenario. Because of this the gun felt a bit redundant outside of the priest room where you get it as you get overwhelmed there very easily.

Only issue I'd raise is that collisions of some of the elements(especially doors) are very big compared to the sprites making it easy to get stuck on invisible barriers when walking around or in the middle of combat.

One other thought I had when playing, which is more of a suggestion is that the camera feels very zoomed in so the gameplay feels claustrophobic especially when looking downwards where a lot of space is taken up by the inventory. However I’m not sure how hard it would be to zoom it out a bit, given the pixel art style can be sensitive to resolution change.

With the red eyes, wine and mentions of dukes and duchess I fully expected to be a vampire protagonist, I was genuinely surprised to learn I wasn't via the mirror.

All in all a very well made and cool game, I hope it gets a proper ending in some update.

Really short, a bit unsettling, I think I heard of similar concept done before as a social experiment, where players interact with the choice made by the previous person, but I cannot recall it as of now. The main point of the game is the hall69.exe thing. I'm not sure how necessary or what symbolism/purpose does the first part serve.

Overall It's a really nice concept, I do hope it actually stores some sort of database of wishes and they aren't just pulled from an array of pre-made ones. I wish it had leaned more towards the program itself more to be more coherent of an experience however.

Thank you for playing it ^^

The eyes were really one of the first elements I made for this. When it was supposed to be fully horror before I leaned more towards puzzles. Glad to see someone was creeped out by them, for me after hours of dev time seeing them was like greeting an old friend. Thanks again for playing my game!

Thank you for playing and leaving a comment!

There is no music as I didn't feel like it was necessary, but I can see how it could improve the experience. The reason for it was that my previous attempts at music making were grating on the ears to say the least and I didn't wish to take away dev time from the actual game.

Feels like an excelent shit post akin to a garry's mod map. Although I wish the flashlight rotated with the camera, and that the textures weren't so dark, extrememly disorienting going up or down "stairs" in pitch black or in rooms without even the ability look at the ground you walk on.

Very cool idea, I liked the different anomalies although I was a bit disappointed each of them had only the normal and the nasty version, there was no mannequin that made sounds or pulsated when you hovered over it so checking them was very monotonous. The gameplay format felt really novel however, so I think there is a lot of space to build more mechanics upon it. 

On another note, I wasn't really sure how the doll works, I assumed it was a jumpscare thing that I was supposed to avoid, but there were bonus point for catching it.

Overall the graphic style fit the idea pretty well and the sound of the lockers was really satisfying without feeling repetitive despite hearing it so much. Very nice game ♥

I'm glad to hear my feedback was well received ♥

I think either realistic car controls would work or stopping the wheel from rotating all the way around would help too, though it might be difficult to implement properly.

I fully understand keeping buggy and unfinished element out of the game, I think it was a good choice with how well the rest of the game feels, having one element that doesn't fully work would stick out and might ruin the experience.

That's good to hear about the checkpoints then, I hope I will see the finished game when it's done.

Nice small project, I liked the idea of old man facing off against a ghost story. However the graphics lack uniformity, the cutscene and notes is drawn in high resolution, but the game is pixel art, and the resolution of sprites varies a lot, additionally some elements use normal maps and some, including the player do not.

Also the fear of the ghost disappeared for me completely when I was forced to walk into her when she blocked the door. I realized then that she is no threat and can be ignored completely and I just walked into her each time without care. I feel like making her appear for only 2-3 seconds with some ability to harm the player would help keep the horror up. Not even health/death, but maybe temporarily dim the light or slow the player, so she isn't reduced to such a non-factor entity.

I had trouble with the book puzzle, in retrospect the answer can be deduced. However it's not the most logical one. The note pointing towards the order has the arrows in a circle, with no start point. The other note however suggests strict order of: Water, Earth, Fire,  Air. When read with the other note it suggests changing the symbols in accordance with the arrows to: Air, Water, Earth, Fire. This feels like the logical solution.

There is no reasonable hint that suggests to the player that Earth is the starting point in the sequence. When dealing with puzzles it’s important to find play testers not involved with the creation of the puzzle to see if there are no other logical solutions that fit more or if the hints could use some work.

I feel like with more experience and work the game could be really interesting creation, especially if the interactions with objects showed some of the protagonists character.

Best of luck in all future projects, You already made the first most important step of starting the journey ♥

Feels very Paper's Please. Extremely well made. Cool attention to detail in skipping the tutorial if the player accepts or blows up the first ship early. Also, nice idea with keeping the notes as guidelines, but with the added per person variance included in the person specific files so it's not just comparing numbers. 

Most likely a contender game for the top spot in the jam with the quality and polish it presents. I think the main thing it would benefit from was some more radio speak or dialogs from the people that board the station hinting towards the events and horror that’s just one wrong decision away.

Very cute and silly game, I love the murder goblin. However it has some issues. In my two attempts the judge/assistant lady always got stuck in the kitchen with no dialog or prompt forcing a reset even when I got all the decorations correct. Also all the names in “Would you like to create” prompts were just ____ which I’m not sure if was intentional or not.  The sound of door knocking continued through the dialog, and after music resumed it was unaffected by the volume settings.

I feel like it would benefit a lot from playtesting so that the most off putting issues could be resolved, because the ground work for a memorable and fun game is there, it just needs some work.

Very unique and terrifying concept. I liked it as much as it unsettled me with the body horror. However I feel like a tooltip on what each sense would do would be nice, as "Emotions" switches from "calming down" to "howling" and you learn of it after you lock in your choice, which I feel severely limits the player's agency in making informed decisions. Overall though it's one of the more interesting and different ways to do horror I've seen, I will most certainly remember it for a while ♥

Very cool concept and nice aesthetic of models and 2d sprites. The car controls threw me off a bit as turning the wheel 360 degrees doesn't result in a sharp turn, but instead a lack of turning at all. Although I understand it might have been done so that it's easier to keep camera on the road. I liked the radio speak giving tips and advice although I didn't understand the part about animals since none appeared in the end. The whole project felt rather unique andcomplete in the level of polish despite being only a demo.

I feel like depending on the length of the final game some sort of checkpoints or randomization would be a good idea as I crashed the car somewhere in the middle and had to replay half  the game with nothing new. It didn't bother me that much since i expected it to be short, but if it was longer and I were to re do 10 minutes it would feel really bad.

Best of luck on completing this game in full!

Very cool game! You managed to maintain a very good atmosphere of horror throughout. By giving the player option to lock the door from the start made me very paranoid about leaving anything open. Though I think it might have messed with the "go inside and lock up" trigger (since all the doors were locked), but it worked after a moment of opening and closing doors.

Perhaps thanks to the fact that the setting is not typically horror-y and instead something personable it was far more unsettling and scarier to me than most other games I've played.

Big props on being a solo dev as well, it’s a lot of work to make all the assets in time, and even if you over scoped this time, next time I’m sure with better planning and experience you will manage to make a fully fleshed out game ♥

That's actually really nice optimalization for such a small and quick project that also resolved the issue of slender getting stuck, the best kind of wierd solutions working together.

I like the new take funny spin on a classic of the horrors. Not sure if slenderman has a driving license with how often he got stuck on trees, although he always managed to eventually get out. All in all a very nice submission!

Thank you for leaving a reply ♥ My goal was making a complete experience in the time for the jam as I don't wish to drag the game into development hell. So I'm very happy you enjoyed the  silly experience I was able to craft in the limited time. 

Thank you for your kind words ^^ I'm glad you enjoyed it!

Very cute short and sweet. I think my top score was around 150.

 I'm not sure when the game ends however, is it timed? is it when you beat the big ghost? I feel like there could be a better indicator of that. I also managed to knock down everything besides the wardrobe, not sure if one is possible.

 Thank you for making it, it sure is a good for a first project. Best of luck on all future ones ♥

Pretty cool, very short, but maintains good spooky atmosphere, the lack of loud obvious jumpscares really felt good to keep the tension up.

I wasn't sure how to exit the first room(which might be a skill issue) because I couldn't find the code, I tried the most obvious one in case it worked(and it did). Later I checked and it's in a drawer. I didn't think of checking them first time around as the drawers in the other desk, where you find the note, don't work. Also I feel like it could use some work in terms of brightness, the dark shadows are expected and good for the horror, but the flashlight turns everything close up so bright it hurt my eyes. 

Quite cool overall however, I enjoyed the spooks ^^

Absolute Banger! The graphical style, the beautiful sound track, the macabre yet funny world and story all work so well together. Absolutely loved it.

While Irot is a vibe, by far my favourite character was Eludo, funny man.

Only two things that could use more polish were the wig segment, the dialogs triggering each time you passed the girls was really jarring and interrupted the flow of solving the puzzle. And in the last fight the hand attack could be telegraphed half a second before it happens so it's based on reaction and not prediction, but besides that, the final fight was a banger bullet hell minigame. Exactly the finale I was hoping for where I could throw hands with the Mistress with the power of lasers and friends we made along the way.

I hope you get top place as this work of art really deserves it ♥

That's a very funny thing to be glad for XD. I wish you best of luck on future projects!

Love to hear it, can't wait to play the full thing when it's out!

Amazing visual direction, definitely etches itself into memory. I really like the story in the notes and environment, really sells the atmosphere of a facility amidst a break out.

The only thing that really bothered me was the lack of interactivity with the monsters, they act only as path blockers and instantly rush the player if they step into an invisible trigger box. I feel like it would really amp up the tension if they moved around and required careful corner peeking to avoid them. Also worth checking, as some objects don't have collisions allowing the player to walk into closets.

I really loved the game however, the atmosphere, the music and the clear visual style, it goes onto my bookmarks to keep an eye on. I really hope the project gets finished and polished to a real gem because I feel like the potential is there.

I've played multiple routes to see all the choices, it's a very cool concept, Definity holds water for a full game, even more so if it functioned like MysticMessenger, it would really add to the creepiness and horror of it. I feel like the pacing of falling into insanity was a bit rushed but it's understandable given it's a Game Jam project. I especially enjoyed the idea of trying to sugma balls the eldritch horror chat bot, would be very funny if it resulted in some sort of victory.

One bug that I encountered was that when you start another run after finishing one scenario. The game seems to break: the Enox installs itself but then it's locked in a state with a response select screen and no action can progress the story.

I played until I had 80 mana bucks, but I couldn't find any way to check the skill tree when I was in the game so I didn't know I was only 20 short of unlocking the rapid fire. I thought it was just points so I quit and restarted at the time.

It feels like a bootleg Vampire Survivors in a way, on a level I'd expect a first project to be. It's an okay expirience, and an important stepping stone.  I feel like the biggest improvemnt that could be made for enjoyment of the player is adding a level up bar to the next skill. And also adjusting the amount required, as 100 is way too much for the first unlock considering the low variety of enemies.

Big props for making all the stuff from scratch and starting your journey in game design ♥

Fits the theme rather well, the choice of music is very fitting, and it's a neat idea to make a 2 player game for a jam like this, definitely stands out from the rest thanks to it.

 Two suggestions I'd have is the sound when you hit the corals is very quiet compared to music so it could use some boosting or a visual indicator that you hit them. Secondly, I feel like the player hitbox could be smaller because so it's closer to the width or height of the sprite. And you might want to fix the level generation - there are white squares visible on top and bottom sometimes.

Nonetheless, very cool project, that stands from the rest with its idea <3

Glad to hear it's so well received! That's a really cool idea with the "time to biscuit" reward, I wish I had thought of it when I was making it. It would really help the struggling biscuit economy. I will probably add to an updated version which is mostly done, but I cannot upload it during the voting. Thank you for playing and the great suggestion :3

Thank you! I happy you enjoyed my project ^^

Pretty cool idea, my panicked attempts to save myself reminded me of "Getting Over It" where it can just spiral into a bigger failure, the biscuit checkpoint system however does play it into nicely where when you fall to bottom it's entirely the player's fault for their greed.

The control however could use some work - when the mouse is at the corner of the screen you cannot drag the arrow in that direction, think it should maybe return the mouse to the middle of the screen after each jump. Also going back to a check point should reset all momentum as right now it just tumbles you away sometimes trapping you in a loop.

I like the hand drawn aesthetic, and the biscuits jiggling in the jar are a nice touch too. Really nice and fun game!

Very simple project, but works okay. I feel like adding even simple sound effects made with something like "bfxr" would add alot to the feel. And maybe some randomness in the obstacles to break up the monotony. Overall okay for a beginner project. Best of luck on future projects.

Really nice, I feel like the AI is pretty smart despite (I think) no knowing what the player picked. Although I crashed the game twice when playing on expert with error of:

line 40, in choose_card                    if not len(missing) and max(opp_missing) < max(missing):

Both times when I had about 2 cards left I think, might be worth looking into. Unless it's caused in some way by the fact that I had to compile it because my anti-virus really didn't like it.

Overall really nice idea and execution.