I loved the use of colors to demonstrate the atmosphere. That was actually unique among other submissions. Great work with jumpscares... Nice work, dev.
Flare
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Really nice game! The killer was genuinely well-made. I really loved the idea of the FPS frame, felt like documenting through a body cam. Though I died about 5 times in the combination room and couldn't quite figure out the escape. I tried to hide behind the door and then run when the killer was away, yet he caught me. Other than that, the environment is really polished with colliders and interaction for a jam project. Great work!
That was really a nice experience; jumpscares were great and placed nicely. A few improvements could make it better, like it becoming obvious that the left window blinder didn't close at the start. I expected the enemy to come there or jump scare, but still, the effect of sound and timing worked well. Great work, Dev.
You can check my Indian Serial Killer game: https://itch.io/jam/gunscreen-horror-jam/rate/4481220
Loved the concept of anxiety... the bed scene kept me in stress if he suddenly came on the bed at the end... I even tried looking off the bus and got scared... not expected that. I loved the tension.
if you ever try remaking it, the shop could be even bigger, like rearranging things on shelf and him coming from any corner to scare, on the bus, like changing seats; and in-house, like running to close the windows and doors ...but for the jam, this is pretty well executed
I made a game on Indian serial killers.
here is the link: https://itch.io/jam/gunscreen-horror-jam/rate/4481220
I tried making a game on Indian serial killers.
here is the link: https://itch.io/jam/gunscreen-horror-jam/rate/4481220
Sounds Nice
Here is my submission: https://itch.io/jam/gunscreen-horror-jam/rate/4481220
My discord: me_eldritch31
I think there is a middle ground to consider. As game creators, developers, and writers, we don't necessarily need deep documentation game to show the killer, but his methods.
Some of the most compelling games based on true events are exactly those that take creative liberties. The inspiration for Fears to Fathom is based on real events, and The Dark Pictures Anthology – The Devil in Me was based on H.H. Holmes, but it was not based on his actual events. They were based on his methods, his psychology, and his inspiration but created an alternate universe around it.
That is actually a very viable approach for this jam. You could take inspiration from a real killer's signature, like the Zodiac's ciphers, a poisoner's methods, and build an original AU story around it. The feeling of it is there, but without actually depicting any real victims’ deaths or names etc. Even something like The Shining shows how environmental storytelling can make a space feel deeply disturbing without ever needing to be explicit.
It's also worth noting that not every serial killer case revolves around SA. Many were motivated by money, power, fame, etc. They are more easily researched and less traumatic than the SA ones and actually offer very compelling material to work with.
I think it is actually up to how we, as game creators, choose to approach it. Treating it as a creative jumping-off point rather than a literal recreation seems like the right move
Really loved the concept of a shelter dog judging potential adopters. It’s such a heartfelt and clever idea.
The characters are written well, but the looks and smell clues make it too easy to know who the “right” owner is.
A few feature suggestions I think could be added:
-A 1-week trial adoption or a small play area (in the pet house) where we can watch how each customer treats the dog.
-A simple trust or review meter based on their behavior, so players can leave a bad owner and return to the shelter.
Overall, it’s a lovely and creative game.
Hey,
I found your game on itch and the level design and visual language really are awesome. The way you use visuals, Indian themes, and poems and literature is something I don’t see done this cleanly very often.
I’m a game designer focusing on level design, and I’m already experimenting with similar ideas in my own projects. I’ve grown up around many of the references you’re drawing from, which makes your work especially interesting to study.
If you’re ever open to an intern or junior designer or even someone to help with playtesting, blockouts, or iteration, I’d love to contribute and learn from your process.
Either way, great work.






