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GabeDev

31
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1
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A member registered Feb 23, 2026 · View creator page →

Creator of

Recent community posts

Congrats on your first game!

I really enjoyed the concept, shame you didn’t get to finish.

Just don’t let it bring you down, keep trying.

Addidng a simple message indicating what’s going on goes a long way to helping the player understand what happening

Looks interesting, but I’m affraid it requires someoptimization, it keeps freezing on me.

Be proud of yourself for making something. A lot of people never even try.

Maybe it will lead to something more in the furute, this project, or something else, just keep making something, don’t stop.

I’m pretty sure it was all around 0s. And I had caught maybe 11? And it showed that count at the bottom right, just not at the end screen

Congrats on the game! Love the voice acting, clearly a product of love!

I’m not sure if it’s a bug or I did something wrong (besides rejecting too many people), but when the game ended I got a score of 0 even though I had lots of fish.

It was nevertheless an enjoyable experience.

Congrats on the game!

You pretty much hit the ‘trust no one’ spot on with this.

Couple things I feel are worth mentioning, if not as an improvement for this one, to keep in the back of your mind for the next one.

  • I would suggest you have the selected power-up card be moved to the front (in the z-axis, so its drawn on top of the others), or have some sort of pop up, on selection or hover to the card can be properly read. And some of the cards could do with a more detailed description of their effects.

  • The black background for the cards was a poor choice with the black font for the notifications.

Congrats on the game!

I liked the twist on the normal game of bulshit, the abilities make the game interesting, simple but effective. And the art style also looks really nice.

The only thing I can point out as an improvement is volume control, or lowering the game volume (almost blew out my eardrums)

Congrats on the game! You have really good presentaion and art, and a simple but interesting concept.

One thing I would criticize is the lack of feedback.

(After burning an innocent girl) I can understand that the blue fire means I made the right choice but, I keep questioning if I made the right choice letting them go as nothing bad ever happened. If you want to keep the tension throughout the day, giving a count of right/wrong decisions at the end of the day would at help let us know if our approach to the questions/judgement is correct or maybe there’s something we can adjust.

Thanks for the feedback!

I’ve been able to replicate the issue, but I’m not sure what triggers it. Looking into it.

I do plan on working on it some more, I’ll give you a nudge when there are updates

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Congrats on the game, it’s a fun playthrough!

You have an interesting storyline, don’t know if you ever watched it, but gives me Severance vibes.

A couple things worth noting, I’m not sure that the volume controls are working and, the colliders for the walls betweeen the rooms don’t reach all the way down.

Edit: My bad, the volume control works, it’s just still really loud on the min setting :P

(2 edits)

I’m not sure if you changed something there but the PC feels faster now? or maybe it’s just because there is more ‘playable’ area with the walls fixed.

It feels better now (even though I still haven’t been able to win xD).

I think my biggest issue (might be a skill issue) is that towards the end I end up getting surrounded and, because of the collisions I end up with nowhere to run.

I’d say making the ‘enemies’ colliders just triggers, so they don’t stop the PC movement, would give a better fighting chance without taking away from the experience.

(1 edit)

Congrats on the game! I like your idea! (it’s somewhat similar to mine xD), and you have a fun art style.

As mentioned before, it seems that after a while the letters start going behind the quest posters and, more importantly, they are too small, and the text is hard to read when it’s outside the letter.

Edit: Also, after the required quests are complete, on the report screen, the shop and the arrow cover most of the text there

You seem to have an interesting concept, but I think the game is still broken?

On day two I can’t do anything with the pill by the sink.

That’s a very interesting concept, congrats! I especially liked the theme consistency kept with the UI, having the hearts go from empty to full.

I’m not sure that there is a need to add more difficulty to the game, it’s difficult enough with just the base enemies.

One bug worth fixing though, the barrier walls are also triggering the damage collision.

Congrats on the game, you have a nice concept!

A couple of things worth noting:

  • You should increase the size of the viewport on the itch project page, so people can play without going fullscreen, it’s a small thing, but appreciated.
  • Gameplay wise, the gun is a bit finicky, it often destroys two or more items at once, mimics or not.
  • Also, a mimic counter may be something worth considering, so the player has some idea of how many objects they still need to destroy. And since it’s not immediately clear how to spot every mimic, it helps the player in the learning process.

Love the ‘2.5D’ style you got going, looks really nice. And congrats on the game, it’s really nice.

One thing I’d suggest would be to give an optional hint to the guy that wants an item, as depending on who he’s paired with there’s a chance to get no information for that floor, which leaves you to take a complete blind guess on the door.

Fun game, congrats!

A couple bugs I’ve noticed: 1- Because the game is not fullscreen, and there doesn’t seem to be a way to make it fullscreen, it’s easy to click outside the game area and stop the game. And, when I click the game again, not all keys are responding.

2- Not sure if intentional or bug but, the shout ability seems to have a cooldown period where the animation still plays, but it has no effect. If it’s supposed to be a cooldown, it would be good to have an indication of that and not allow the animation to trigger at all. Also, the sound only plays sometimes.

(2 edits)

Made some minor bug fixes and balancing adjustments:

  • Fixed hero stamina recovery issue
  • Fixed Quest report font color
  • Fixed Progression quest color
  • Adjusted Hero and Quest spawn rates
  • Adjusted Hero limit per guild rank
  • Adjusted some quests difficulty
(2 edits)

Congrats on your first game!

You had a clever use of the theme. I like how you used it to sow distrust with the ‘partner’ from the very beginning.

A couple things I’d suggest:

1- Consider lowering the volume of the text effect. It can get annoying, and if someone is using headphones they’re gonna be in for a not so good surprise.

2- Try changing the ‘Viewport dimensions’ in the project settings (on itch). As it is, it doesn’t fit properly on the screen. A resolution of 1280x720 usually works well, and you don’t need to rebuild the game.

(1 edit)

Yeah, I may have to increase the hero limit per rank, and tweak the quest difficulty and spwan rates. B rank gets especially difficult.

Appreciate the feedback!

How do you mean? Did you get soft locked?

Congrats on the game, it’s a simple but enjoyable experience.

If I were to make a suggestion, it would be to have items fall more often, or gradually increase the frequency as time/score passes to make it more challenging and interesting.

Congrats on the game.

Unfortunately, I think I’m not smart enough for your game.

One piece of feedback though, since you have an item bag, it could be a good idea to put the notes (picture) there so the player can more easily reference it. Also, some indication that that menu exists could be helpful as you don’t have any indication for the controls, and some things might not be immediately obvious.

Congrats on the game, it’s a fun one!

As for concrete feedback, on the controls section you should mention ‘wasd’ to move the character, as it’s easy for people to assume you’re just killing the monsters. A background, even a simple one with just lines, would help the perception of movement. Likewise, having the ‘score’ reduce when the player moves backwards would be a nice bit of gameplay feedback.

Other than that, there seem to be some bug where the creatures don’t get revealed occasionally and die immediately. On the other hand, and I’m not sure if this is intended, some creatures of the same type seem to require considerably more hits than others to die.

But overall, it’s a fun idea, congrats.

Congrats on the game!

You did a good job integrating the themes! I like the menu and the sucking animations. I will agree with other people that some music and SFX would elevate the experience much more, but the lack of it doesn't really take from the experience.

Overall, it's a cute, fun game, especially if you accomplished it in just a couple of days.

If I could make a suggestion, for no reason other than I think it might look cute, you could let the creatures roam together.

Congrats on the game!

Really liked the creature design!

Not the easiest to understand, but I did figure it out after a few rounds. I'd say, first, don't make the instructions auto continue, you have the 'X' (which isn't working now) so, let the player move to the next instruction at their pace.

Also, a round counter to inform the player how long they have to make the money to cover the debt would be helpful.

Congrats on the game!

Really liked the creature design!

Not the easiest to understand, but I did figure it out after a few rounds.
I'd say, first, don't make the instructions auto continue, you have the 'X' (which isn't working now) so, let the player move to the next instruction at their pace.

Also, a round counter to inform the player how long they have to make the money to cover the debt would be helpful.

Thank you, appreciate it!

Thanks for the feedback, really appreciate it!

Yeah, I think I could have benefited from some more external feedback to improve those aspects. It's easy for me to overlook some things when I know how the game is supposed to be played.

Congrats on the game!

You did a good job integrating the themes! I like the menu and the sucking animations. I will agree with other people that some music and SFX would elevate the experience much more, but the lack of it doesn't really take from the experience.

Overall, it's a cute, fun game, especially if you accomplished it in just a couple of days.

If I could make a suggestion, for no reason other than I think it might look cute, you could let the creatures roam together.