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E-Gahhd

46
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A member registered Jun 03, 2020 · View creator page →

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Neat game mechanic! I like these little tech demo type submissions because it's just really cool to see what kind of complex game mechanics people can implement. I am really impressed with how seamless the time travel preview window is. Really neat submission!

This game is sick! I really enjoyed the crane controls. Couple of things that I would personally like to see: Making the room with the computer in it brighter. It's not a room that needs to be dark so it's a little draining moving from dark room to dark room, but also it could serve to build up the dread of going into the dark harvesting room, making the scares all the more effective. 

The other thing is fixing the collision with the stuff on the ground, it makes it very frustrating to try to interact with the stuff on the belt when they are flinging you around everywhere lol. The way that I got around it(and this might not be the best solution) was to create a slightly larger collision capsule that was lower than my player character and have it only interact with physics objects. That way the player collision capsule never touches physics objects so they don't fling around, but the objects on the ground do still fling around. There may be a better way, but I just wanted to offer a suggestion since I have struggled with the same issue in UE5 before lol. 

Overall great submission, enjoyable game loop. I could see an expanded game being a pretty fun thing to come back to every now and again to just continue buying upgrades and clearing the field lol

The visuals are really good. I didn't quite understand what I was meant to do most of the time, but that's ok cuz I did enjoy just running at the guys and making them run away lmao. 

I enjoyed the first part where you have to time your escape attempts. I was very confused by the iconography of the quick time event tbh lol. I kind of assumed I was meant to wait until the circles were lined up, but you are actually meant to press it before the circles line up. I did notice it was going really slow, but I am so used to the circles meaning "press now" like a rhythm game haha

I thought this was really cool. It did take me several tries because it seems like you can get hard stuck in certain situations. Perhaps it's triggering an enemy death at the same time it grabs you? Whatever it is, it makes it so you can't progress lol. 

I really enjoyed the music as well, it's so crunchy.

The game is quite short so it's a bit hard to get a solid idea of my opinions, but it seems good! I think the art could be slightly clearer, I had no idea that I was supposed to walk through the wall by the fence on the right side of the big room for example, but overall good submission!

I don't generally enjoy these types of top down games because I often find combat in them to be clunky, but I really enjoyed my time with this one. The art heavily carried it for me, I am an absolute sucker for dithering lmao. Also the iris's seemed to glow in the dark areas, which was really really nice looking. Like when Eileen is following you and she is in the dark, but her iris is very bright still. 

Also somehow it only just occurred to me that Eileen and Isaac both have eye names lol. I guess so does Ryan now that I think about it.

Given the timeframe, this game was pretty well written, had good cutscenes and seemed technically very impressive :) I would love to have a resolution to why the bodies were re-animating, but I imagine you ran out of time haha.

Great job on your submission!

If you post an update to the game, even after the game jam is over, I'll check it out if you want as well :) At least once anyways haha. I'd love to see how you can improve it if you decide to! Game jams are a great place to learn and gather feedback, good luck on this and future projects!

The visuals are so good! I really enjoyed the flashing lights and the atmosphere quite a bit. I did notice that there are some overlapping models in the elevator at one of the points when the lights are lit up, so some texture fighting is going on there lol. But I really immediately enjoyed the atmosphere. It reminded me of the caves in the mining level of banjo-tooie

I would highly recommend adding an option to change the font, it was nearly impossible for me to read.

One final note on polish, I would love to see some particle effects when mining ore, just to show the player that they are having an effect! 


As far as actually playing the game goes, I think it would be really cool to make a bigger deal out of the cave ins! Making the audio a bit louder, and more directional so I can hear where the cave in is happening, as well as a small amount of screen shake would really draw my attention to it!

I also thinking making it so the player can't get stuck early on (I got trapped in the bowie room) would be nice just to avoid it being annoying. Happening later on once you are already hooked into what the game is asking of you makes it easier to go "dang, guess I'll try again".

Overall great job, especially seeing as this is your first 3D game :) 

To be honest I found the game extremely disorienting lol. Going into the room with the camera changes was very difficult due to the flashlight being the only light source, so I had a hard time actually figuring out where I was going. I think that adding a faint glow that goes across the room from the computer screens would have helped a lot there from a disorientation standpoint, and a realism standpoint I guess lol. 

I also found the controls showing incorrectly as kind of frustrating. I did read the instructions, but the lack of sounds for clarity made it difficult to know that what I did was actually working. 

All that being said, given how precise you have to be when dealing with the entities, I think some polish would make this a pretty interesting game. 

Can do!

Will check it out today!

I'm really not sure! I'll give it another look tomorrow though :)

thank you so much for playing! I'm so happy that the themes resonated with you, seriously makes me very very happy to read this!

I was not able to do anything when the game started. Just stuck looking at a bathroom

LOL I fell out of the map. Not even mad about it I love this kinda glitch. I cannot remember what door i opened, but sometime after seeing a fella behind a gate on some stairs this happened. 

Visually game is good, I like the environments quite a bit. Mashing through zombies with pipes that break is definitely the definition of game I don't love, but despite that I still really enjoyed wandering through the map and seeing stuff.

I do wish that the flashlight didn't get blocked by doors and that doors just opened with a button

This was a lot of fun! I love games that encourage speedrun mentality lol. I also particularly like the visual effect of the humans dissolving. Did you just stretch the bones and then scale them to 0 or something like that? 

To be honest I was expecting there to be more "horror" elements considering the topic of the jam, but it's a sick game nonetheless! 

Hey there! I went to download it and itch flagged it for suspicious behavior for some reason

Cool game! To be completely honest I spent way too much time outside because I thought the game wanted me to find something, but I eventually did make my way back inside lol. 

I think the dark sections later were just a litttle too dark so it did make it a bit hard to know what was going on. Took away from the experience of being grabbed when switching to the gun meant I didn't actually see what grabbed me haha. 

The stress overlay I think could be a little bit more transparent for the earlier levels of stress, made it difficult to see in a way that hindered navigation rather than just making enemy encounters more intense.

The illumination of the cigarette was really great.

really cool game! shaders looked great, audio was mostly really good. There were a couple times that a sound seemed like a UI sound but I thought it should have been a 3D sound to make it a little more clear what was happening, but overall very cool. 

I really liked the dog mechanic, having to take a dog around with you and have it go places for it is cool and I really liked having to control the dog basically. 

There was a lot of really random stuttering with the frame rate which was making my head a little woozy.

Great job with the submission!

I think this is a neat idea! The digging hole craze was not entirely my jam, but throwing a horror skin on it made me immediately more interested haha. It makes me really interested to stumble into large areas, it almost gives the same feeling of like loading up a map in lethal company for the first time if that makes sense. 

I actually like that the ore is not highlighted when digging around because I want to look for it, but I think a very subtle highlight when specifically looking at it would be a nice addition if decide to continue the project :)

Great job! 

if you mean the one with the little hint, not unfinished! it's a hint for a totally optional thing that exists outside of the restaurant

Well I am very impressed with what you managed to do in such a short time frame :) I wish you luck on future revisions! 

I don't have any experience playing FNAF and had a hard time understanding exactly what I was meant to do to be honest! If the game is continued in the future I'd highly recommend a tutorial :) 

Based on what I have seen from FNAF, this seems like a good extension of the formula, but like I mentioned I haven't played a FNAF game myself. The initial jump scares didn't quite work for me since I didn't exactly know what was going on, but I did play the other nights and I found the last one in particular quite effective!

The shaders used for the CCTV effect is good.

I would really love to see the visuals get some more focus! The textures being used are good and everything, but there isn't a solidifying visual theme if that makes sense. The textures don't entirely look like they belong in the same environment, but I can't 100% put my finger on why that may be. In addition it does seem like all of the materials used are using a specular value but not using normal maps. This is entirely personal preference, but I think that specular shine should largely only be used in tandem with normal maps to avoid a generic "shine" being applied to everything.

Another thing that is entirely personal preference, it looks like the textures are using texture filtering, but some of them are lower-res than others. This leads to stuff looking blurry (similar to the N64). This may have been intentional so I don't want to say "you should use nearest filtering", but I wanted to mention that nearest neighbor filtering can avoid textures looking overly smooth just in case you or someone else seeing this wasn't aware :) 

Overall great job with the submission :) I am really impressed with the number of mechanics considering the limited time frame given

Thanks so much for checking it out, and for sharing!!

understood, thanks!

Gotcha, thanks. It just kept saying "all systems stable" or something like that, so I didn't have a way to see when I got a valid connection. Basically I opened the settings window and did it as soon as the game started so i am guessing I just triggered it way too early lol

Not a crash, it seems like a hard lock. Basically when the game asked me to do it, since I had already done it, I was not able to progress at that point. I did try multiple things (such as like sort of re-doing it to the best my memory and clicking around and stuff) but I couldn't get it to resolve itself

Hi! I know sometimes getting/giving feedback can be challenging so I just wanted to throw out there that I am happy to review anyone's game that asks and I'll leave some honest feedback in the comments :) And if you have anything in particular you'd be interested in getting critiqued I can do my best to do that as well!

And if anyone wants to do the same for me I would greatly appreciate it! I would particularly be interested in hearing if people felt that I made a game that was easy enough to interpret, and if the locations I added to the game made it enjoyable enough to walk through. I know that walking-sims and stuff are not everyone's cup of tea, so be considerate of the genre when leaving feedback so that I can improve <3

Also just wanted to say thanks to Pizza Doggy for hosting this and thanks to everyone that participated, it's really cool and the submissions I have seen so far are awesome

Heads up, there is a bug if you open the settings window and do that stuff before you are meant to

Weird thing to comment right off the bat, but i absolutely love the look of using normal maps on low res textures. Gives the cave a very wet look and honestly just looks really unique.

The weird shaped collision box had me moving in some very interesting and realistic ways which I loved. 

There was one thing that I won't mention that happened on at some random interval that did take me out of it a bit, felt very particularly video gamey and kind of screwed up the atmosphere, but overall the atmosphere was really great and I was almost getting that feeling of paranoia that I think you were going for. 

The ending was not strong, but I am giving it a pass because leading up to it was really cool. I think that thing people say about seeing the monster making something less scary is very true, and what you built leading up to that moment felt so cool. If there are any projects that come from this one in the future I really look forward to seeing them. 

Overall, great job! Glad I got to check this one out

I thought the aesthetic was really cool. To be completely honest I did see the story playing out how it did, but given the time frame I thought it was a pretty solid story driven mystery

This is absolutely a nit-pick, but as someone that isn't super into funny dialogue I was wishing for a way to speed up the dialogue lol, but that is more my problem than yours :P 

I think the erosion theming is pretty clear here and I like the concept. I didn't entirely think it was also necessary for the mummy to specifically say that it would ERODE since the curse is making the ground erode but that's ok lol. Controls were responsive, thematically made sense, and the difficulty seemed right.

If anyone sees this on the submission page but can't get the game to run try using a diff browser. It ran basically not at all for me in chrome but completely fine in firefox.

I like the concept a decent amount, I really enjoy auto-battlers (especially when they lean simpler IE super auto pets) and this feels like it could scratch that itch. I think that the rot mechanic is a really neat idea, but it almost feels like body parts are not unique enough and not rewarded often enough. I think that with some balance honing, and maybe some multiplayer, this game could actually be quite fun.

Also being able to pull limbs back off once you attach them might be sick as well, I didn't read right (my own fault) but didn't understand the rot mechanic right away and then wanted to take the limb off for a fight to level it up which didn't seem possible.

thanks for checking it out

Hi y'all, I just wanna make sure I am doing everything right cuz I've never joined a jam before lol. Rating at least 5 other entries comes after submissions are closed right?

thanks for checking it out :)

V1.4 Update
- Add setting to enable a speedrun timer on screen (only active when starting from the first level)
- Add button on main menu to quick link to https://www.speedrun.com/Towel_Washing_Factory
- Add button on main menu to show your best times across all levels

Hey y'all! Just letting you know that the game is available on speedrun.com :3 

https://www.speedrun.com/Towel_Washing_Factory


Post runs and see if you can find stuff that I don't even know about

V1.3 update
- Adjust lighting so that the brightness slider is more effective

V1.2 update
- Fixed bug where fling signs would not properly fling you in certain circumstances
- Changed fling sign texture to be more obvious what it does
- Added mouse sensitivity slider to settings