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A member registered Dec 06, 2021 · View creator page →

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That is such high praise, thank you! The death animation was one of the things we were most proud of too! Glad you enjoyed the experience ^^

Would love feedback on ours if you haven’t tried it already ^^

https://itch.io/jam/scream-jam-2025/rate/3964351

If you’re still looking for games would love feedback on ours if you haven’t already ^^

https://itch.io/jam/scream-jam-2025/rate/3964351

Would love if you gave ours a shot if you haven’t already ^^

https://itch.io/jam/scream-jam-2025/rate/3964351

Solidly put together game <3 I managed to get out p quickly by just rushing it to the end by accident (was just tryna get away from dog .x.) but the art and audio is v well done!

So polished! Really immersive experience. The voice acting really sells that, well done. I love menus and UI being integrated into the game world <3. Simple gameplay loop (very Papers Please!) but enhanced by the visuals, story, and atmosphere.

Tiniest issue was the fps camera was a lil glitchy on web.

But other than that well done, seriously!

We put so much effort into polish you have no idea how much this means <3 thank you so much for playing and the kind words!

Tysm!! We’re so proud of how that animation turned out <33

Thanks so much! Super glad you gave it another shot! <33

Ye. It’s in the controls section on the itch page and also a standard control for first person games :)

We should’ve put the prompt in game but we miss things sometimes.

The east blocked section you can crouch under to pass through.

Sorry to hear that! Would you be able to elaborate?

Your backlog would definitely be impossible to get through everything, but I’d super appreciate if you gave ours a try!

https://itch.io/jam/scream-jam-2025/rate/3964351

Cute art! Gameplay is simple enough, though the controls are a bit too floaty. I may just be bad at platforming though.

Very fun and jammy concept, loved my lil dancing zombos. Controls were a bit hard to get used to especially in tight spaces/hallways, but that may be a skill issue. I’d love this to be more rhythm-y of a game where tapping to the beat helps you navigate around. But as is it was enjoyable! I especially appreciate the settings menu w/audio sliders, not enough of those in jam games!

The art and animation is STANDOUT, fr very cute and cozy. I just really really wish there was some audio. Even simple music and some sfx. The default UI on top of such nice art was also a bit of a clash.

But otherwise gameplay was nice and relaxing. Good job!

Interesting mechanic; forces you to engage with enemies instead of playing it safe. Quite fun, just needs some polish and game feel! I did often feel like my hits weren’t hitting, and the kills weren’t super satisfying. Visual and sound effects would really sell the kills.

There was some buggy text at least on web getting cut off. Also I tried to pause and it kicked me to the main menu :(.

Nice art style and p creative mechanic. It’s a bit barebones (heh), but has a lot of potential.

Music was nice but got repetitive being a short loop. I got stuck at the start thinking the “gap” was an obstacle and not how I progressed. There was a few bugs, but the puzzles were well made enough. Great job!

Super appreciate the feedback! The ‘goofiness’ was intentional, we wanted to play a bit off the cheesy 80s horror movies, especially with the ending.

The enemy speed was definitely tough to balance depending on the player’s skills and experience with the genre. Glad you still enjoyed it despite the quirks!

Definitely big inspirations, so we’re glad you caught that! :D And we’re really glad you enjoyed it <3

Very cute art style and visual aesthetics. Though I was getting a lot of lag spikes on web and the movement was a bit clunky (I was able to climb up onto the roof by constantly jumping against it xD).

I love this psychopathic twink I’d let him kill me with an axe <3

It’s intentional, maybe poorly communicated. The talisman and the creature are attached. If you can see it, it can see you :)

Thanks for the feedback! Yeah it’s strict. If you miss then all poppable kernels will also burn. It takes a moment to get back in the groove. It’s not perfect but works well enough. Wondering how you addressed it in your game!

“Couldn’t put it down” is the best response I could’ve hoped for, tysm! <3

Thanks for the kind words! It means a lot.

There is a progress bar at the top of the screen, though it might be easy to miss in the chaos of it all lol.

Thank you so much for taking the time to write this <3 the feedback especially is most welcome.

I definitely wanted to switch things up with more complex patterns like half beats but I ran out of time and didn’t want it to feel half baked. Stuff to work on after the jam, including your other comment about scaling! Right now it is indeed limited to the combo noises as you pointed out.

As for the leaderboard, it’s a lot simpler than you’d think! We used SilentWolf, which is free and has a Godot plugin, although limited, I may not use it for future projects.

Thanks again :) I feel really lucky to have gotten such awesome responses so far. Best of luck to you as well!

Thanks for the feedback! I getcha, the game kinda throws it all at ya after the first few seconds, it’s a sharp transition. I’d have liked to tweak that more given time, so very fair.

I’m glad you otherwise enjoyed it though! It really overjoys to me to hear that ^^ and best of luck to you too!

Thanks for the kind words! It was a challenge for sure. There’s a great plugin for Godot called Rhythm Notifier which takes an audio player and a bpm and sends signals at that cadence. Popcorn spawning and animations are all connected to that signal, so everything is sync!

The beatmap was something I wish I fleshed out a bit more were it not for lack of time. Right now it’s a resource with a customizable list of “time windows” where I can manually define patterns and spawn frequency. So slower segments can get a spawn every 4 beats and faster segments get a spawn every beat, plus customization on how many get spawned at once (it’s a bit rng). Not perfect, but it works.

Glad you enjoyed it!

The color contrast is definitely something to iron out 😅 thanks for the feedback. And glad you enjoyed it!

Haha it does ramp up quick at the start xD but I’m glad it engaged you! Having anyone replay a game is the best compliment I could hope for, so thank you!

I really appreciate the constructive feedback! Not nitpicking at all. I wish I’d play tested the tutorial more with new players, and the visual clarity is definitely something to address. Popped kernels actually shouldn’t hide new ones (their z index gets pushed back to avoid this) but not a perfect solution 😅. Also if you hit a beat late, you’re hitting the next beat early, so a bit of a double whammy. Stuff to polish for sure.

But thanks for playing! Definitely eyeing making some more stages, see where it goes ^^

Thank YOU for playing <3

This is a really well polished and complete feeling game, actually had a lot of fun with it. I never got attacked or took any damage, I don’t think that was intentional, but was otherwise just so amazing. The visual effects, the game feel, the dopamine and satisfaction whenever you pulled that lever and the numbers just go up (or down, for the enemy health :)).

I also really loved how the “play” button was baked into the gameplay like that. Very cute, very clever. Well done!

My only wish was an audio slider or settings menu somewhere. Maybe there was an I missed it.

:D hell yeah! tysm <3

This is an amazing review xD thanks so much for playing and the kind words! It really makes it worth it :)

Unique take on the autoclicker genre, and a very strong take on the jam’s theme. Simple unbridled expansion. The progression was exponential and very satisfying. Got the the point each click was lagging the game pretty significantly on web but that made me feel even more “powerful” lol.

The trophy at the end being “clickable” was also quite a nice touch. Also always appreciate settings and sliders in jam games. Well done!

Appreciate the feedback! Yeah the pace picks up quick after the tutorial 😅 I’m glad it was easy to pick up though.

Your comment’s valid. There isn’t super sharp contrast between the unpopped kernels when things get hectic. The perfect pop art is a good idea too :) I’d considered it but it fell to the wayside. Definitely considerations if we work more on it!

Lmaoo now I can’t unsee that 😭 but thank you for the kind words! Huge kudos to our audio guy, so much of the polish and game feel wouldn’t be the same without his efforts. I’m glad it all shines through <3

You don’t know how happy that makes me to hear that you all enjoyed it so much <3 seriously tysm! The flourish is such a good idea, I wanted to fill the screen with popcorn at some point, but worried about performance and ran out of time. Something to add post jam for sure :)