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ellps

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A member registered Jan 26, 2023 · View creator page →

Creator of

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Thank you so much for the feedback! It really means a lot to hear such kind words!


Yes, the game currently has quite a few issues — impossible situations, readability problems, and so on. But since it was made for a jam, I plan to release an update closer to the weekend where I’ll adjust the key spawn balance and improve overall readability. I’ll also fix some of the more obvious flaws, like missing visuals.


In any case, I’m really glad you enjoyed the game!

Thanks for such detailed feedback. I definitely plan to add an optional modern control scheme later on. However, for now, I intentionally designed the controls this way to create a sense of discomfort and heighten the player’s tension — and I think that experiment worked pretty well.


The core mechanic isn’t originally mine — it was inspired by Blue Prince, which I highly recommend checking out if you haven’t played it.

As for the apprentice, if I remember correctly, he always spawns in the second and eleventh rooms 

Thank you for playing 

Thank you so much for the positive feedback! I’m really glad you liked the controls — the whole project actually started from that idea, so it’s great to hear that someone found it fascinating. I’ll definitely come back to it — within the next week, I’m planning a small update to fix the most obvious issues and improve usability. After that, I’ll take about three weeks for testing with some blogger friends and making video content, and then I’ll aim to polish the game up to a proper demo version. Thanks a lot for playing my game!

Thanks for playing and for the feedback! To crouch, you don’t actually need to hold Ctrl — just press it once to toggle crouch mode, and press it again to stand back up. That way, you’ll avoid accidentally closing the browser tab with Ctrl+W.

I was the first one to comment on your game!) And yeah, thanks for playing — I’m really glad you enjoyed it!

Yeah, there are actually two endings :) And I admit, I went a bit overboard with the difficulty — but oh well, I’ll polish it up after the jam. Thanks a lot for the feedback and for sharing how the game felt to you!

I really enjoyed it! The cute art style is great, the generation is well done, and the enemies have nicely varied patterns — I had an absolute blast playing this project!

I really liked the art style — honestly, I’m a big fan of that creepy-pastel kind of look. The gameplay is also enjoyable; the game makes you think while still being entertaining. Excellent work!

A pleasant platformer with a cool perspective-shifting idea — well made and fun to play. I really enjoyed it! I like how the assets were used, great work!

Very addictive and stylish game, I really enjoyed it — it plays great, the atmosphere is immersive, and it’s a wonderful runner!

Thanks for the feedback, glad you liked it! The room-selection idea was inspired by Blue Prince, so if you want to try a game with a similar mechanic — I highly recommend it :)

Thanks for the feedback! I’ll add a quick-skip option and fix the bugs right after the jam. I’m really glad you played my game — thank you!

Thanks for such a detailed feedback — it doesn’t sound harsh at all, and I really appreciate constructive criticism. After the jam ends, I plan to polish the game, and I’m very grateful for all the feedback I can get. Thanks for playing!

Great idea, I’ll definitely implement doors always opening away from the player.

Thanks for such detailed feedback, I really appreciate it! The room with all the doors was designed on the last day, and for some reason it seemed like a good idea at the time :) Anyway, I’m glad you liked the game!

Thanks for playing the game! :)

Thanks for the feedback and for playing the game! :)

Thanks for the feedback

Thanks a lot for the feedback! Technically, if you collect enough ammo, you can take down the bad guy — he’s got about 5 or 6 HP (can’t remember exactly). But he’ll get back up after around 10 seconds, so the gun is more of a last-resort weapon than a real tool for fighting back.

Yeah, the gameplay experience was meant to feel like that of a hunted victim. I drew a lot of inspiration from Alien: Isolation. But of course, that’s very much a matter of taste.

Okay, I really like the aesthetics, visuals, and gameplay… right up until the wrong doors appeared. At that point, the player has to rely entirely on randomness, and in puzzle games, that tends to feel frustrating. Other than that, the game is very well made — great work!

Very challenging but interesting! I was pleasantly surprised that I managed to grab onto a platform with my hair (must be a quirk of the colliders in Construct). Great work!

yep

Thanks for the feedback — I’m glad you enjoyed it overall!

I definitely liked it. Cool idea, great sound design and atmosphere, and a simple, clear message delivered through the inner voice. The only thing I didn’t really like was the ending — the one shown through the credits. I think it felt out of place. I actually like bad endings, but for it to really hit, it needed stronger presentation and visuals, so narratively it came across as a bit rushed. Maybe it would’ve been better to end on the inner voice monologue?

That said, it’s not a big deal — I really enjoyed the game overall. Excellent buildup of suspense. Fantastic work!

Thanks! I really enjoyed your game. I’ll be waiting for your feedback whenever you get the chance :)

Okay, that was a really pleasant and cohesive experience — it was fun to play through this simple yet atmospheric puzzle. I honestly enjoyed it a lot, wonderful work!

i  made a stealth horror roguelike about exploring a house where you build rooms in a Blue Prince-style fashion. The game also features a sound-based system and a (sort of) advanced AI. From the visual and audio sides, I tried to make the project as atmospheric as possible. I’d really appreciate your feedback and thoughts!

https://ellps.itch.io/house-of-winchester

Thanks for your feedback:)

Thanks for the feedback — I’m glad you enjoyed the game overall!

Yeah, the control scheme was definitely a risky choice, but overall it works quite well — even if it scares some players off. Thanks for playing and for the feedback!

Thanks:)

Amazing atmosphere — I really loved it! The game works great both mechanically and atmospherically.

The sound design is outstanding and really enhances the overall feel of the experience.

I ended up getting all three endings, and I don’t regret a second of it. Thanks for the fantastic work!

Hi! Thanks for such a detailed feedback!

About the missing textures — that’s strange, there’s supposed to be a water shader there, I’ll fix that, thanks for pointing it out.

The control scheme was a risky choice, but honestly, I don’t regret it — in the end, I find it quite comfortable to play that way.

As for the apprentice — it takes 5 shots to kill him, but I recommend doing that only as a last resort. It’s better to play stealthily; he can’t see you, only hear you, so try to make as little noise as possible. The game was designed around stealth gameplay.

Thanks a lot for spending so much time playing — that really means a lot! One tip: if you want to get the good ending, try to collect at least 5 notes in a single run :)

Thanks for feedback!

I really enjoyed this game! The cutscenes are cool, and the sound design and visuals are great. Too bad I’ll probably never see the good ending — 400 points is a bit too much for a casual player like me!

A solid vampire-like with minimalist visuals — plenty of content and genuinely fun to play. I really enjoyed it!

I’ll be honest — this is probably the weakest asset choice for an anomaly-detection game. It’s too cohesive and blends into a single highly detailed blur. But of course, that’s just a matter of taste. Other than that, the atmosphere and gameplay are enjoyable. Good work!

Conceptually interesting game. If you added more parameters, channels, and a wider variety of interesting situations, it would be fantastic.

A simple take on a classic puzzle. I liked it — good work!