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Genya Games

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A member registered Jun 15, 2020 · View creator page →

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I'm impressed you got this running okay in the browser (I guess the lighting not being super wild helps!) I really like the idea and it's pretty fun. I'm not sure how much I love "right click" being the default shoot button.

I also have to echo the sentiment from others that the people staring at you was wonderfully creepy. Was your point of reference for the setting and name intentionally "Eyes Wide Shut"?

Anyway, great entry , would love to see more from y'all in the future.

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Great auto-battler. Shame about the crashes, but it happens in jam entries. I really liked the systems, the choices, and the theming. Two areas that would really boost it would be improving the UI/"controls" and perhaps a little variety in the music/audio. Really great work and very creative.

Weeping Angels type jam entry! For your first GWJ entry, this is amazing. I have some gripes with the pacing (I felt like it was punishingly slow at parts for how limited the vision cone was), but I did appreciate how limited your vision was. And I felt genuine dread when the sound effect of the enemies started.

I think you've got a really awesome entry here and you should be stoked with it!

You art really shines here and it reminds me of the best parts of old flash games. I think your hitboxes and hurtboxes felt a little off, really the controls in general. Fun choice of inspiration too, classic reference.

Great entry and great showcase of your aesthetics.

The death animation was so charming! I think it's great for a first entry and I think you should all definitely keep it up. It was a little hard to see the bullets, I don't know if the blue bullets/pallets really stood out at the speed they were going.

That being said, there were some really good details that I appreciated, such as the progress indicator through the level and the aforementioned death animation. Little things like that really make the game feel great.

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Really great idea that's a little rough around the edges in the balance and cohesion senses. I personally felt the levels generated felt really unchallenging until you hit a sudden really difficult spot (or that one that could get you stuck in the fencing).

That being said, the game looked great and your implementation of the skill tree was awesome! I loved it so much! I also appreciated that the skills were noticeable, even if sometimes mechanically they didn't feel 100%.

Solid entry and I hope to see more from your team, I  think you've got something going here.

To be honest, I think max perception made the game harder for me! I couldn't beat it, which kinda bummed me out. It kinda felt like it was easier when I refunded 3 perception, lol!

That being said, good art, good music, fun dialogue, and a nice degree of polish for a jam entry. Great job!

Thank you for playing! 100% agree, no UI for the masks at all feels bad. Glad you liked the vibes though!

Extremely good looking game, a nice intersection of graphics and art style. I personally didn't think it was terribly fun, but I'm also not the target audience for this type of game.

I'll second that I'm not sure if I was winning or not. Some sort of more obvious progress indicator would have been nice. Btw, was the progression of events static? Like the killers/kidnappers would just appear in the same places everytime?

Anyway, super cool entry!

Excellent presentation; extremely vibey (just harsh vibes) and atmospheric. There were minor bugs I did encounter.

  1. I was able to freeze up the game by entering and exiting fullscreen mode while using the keyboard. I'm not sure if this was an engine thing, a web export thing, or something else.
  2. The claw/crane seemed to just go through the far wall. Fortunately I realized what was going on and sent it back quickly, so it wasn't game breaking, just a little off

Honestly impressive entry! Congrats.

Thank you! The eye is the thing I'm most proud of, so I'm glad you like it!

Thank you! My main goal for the jam was building comfort in Blender and getting used to working in the 3D side of the editor, so goal achieved :)

Thank you for the heads up, I'll patch the interaction bug. I think I thought about it, but never tested it lol! And the table's collider is meant to active even when not visible, kind of as a way of letting you know, "Hey there's something hidden here". Although I could see the case for it being more mysterious to have it not show up!

Thank you for the kind words. I agree, there's a lot more potential here than I had time for. There were supposed to be two more masks, but I was at the finish line out of time!

Hilarious, fun, and goofy! A must play, if I were in the jam I would rate it 4 walls out of 5.

By far one of my favorite entries of the jam. I was watching your progress in the Discord and thought what you two (I think?) were cooking up looked fascinating. It did not disappoint in the slightest. I found it super engaging, with my biggest complaint being that I just wanted a little more. That's a my favorite problem for a game jam entry to have.

My two pieces of feedback are pretty small:

  1. The controls and credits being presented in a circle around you at the beginning was cool, but maybe a little unfriendly in terms of accessibility and ease-of-use? Definitely novel though.
  2. Were the gnomes every supposed to go hostile? I'm not sure they ever attacked me? Am I monster for killing all the gnomes? Or was that a bug?

The sounds were all super satisfying, the aesthetic was primo, and the gameplay loop was addictive. I would be over the moon if your team expanded the game and added a little more variety to the progression, maybe a few more enemies and decorations. Hats off to you, thank you for submitting this one.


I would give this a six on originality if I could, maybe higher. This is a super unique and exciting idea and wildly impressive for a game jam entry. It's short, but sweet. Thank you for submitting this one :)

I really liked that! Yes, it was super easy to get lost, but I didn't mind because the map was so small. My only real gripe was that the jump just felt a little tedious with how precise it was. I'm not sure if there was coyote time or not, but it could help make it feel a little more forgiving on that front. That being said, the pace of getting you back into playing on any fall into death was so snappy, I really didn't mind much. You were back at it and exploring quickly.

Nice job!

Amazing art, amazing music, but the game is definitely a little hard to control because of the desync between animations, inputs, and hitboxes. I think with some adjustments and tweaks to the how the mechanics play out functionally and you'll have a top tier game on your hands.

Ultimately, it's still all super impressive to me. It's a really original idea and a fun interpretation of the theme. I would love to see your team give it a little update post-patch. Thank you for submitting.

The core mechanics are great and the parry feels great, it's just super over-tuned as others have said. That being said, there's a lot of polish and quality and display and I was pretty into it. With some rebalancing, this will be really fun and pretty addictive!

Pretty fun overall! The one puzzle piece hidden behind an object was my sole complaint. It was really just a question of darkness that I struggled to find it and I had found my self going to all corners and clicking on everything. That being said, it was otherwise very clever and I loved some of the puzzles. The aha moment when I realized I could have objects maintain their orientation when going through the mirror was excellent. Great job.

Pretty ambitious for a solo 3d project! I really like it overall. Everyone else already said, but sound was very much missed, but so it goes. The puzzles were simple, but nice and I thought the triggering the reflection then just moving controlled nicely and made it not finicky. Unlike some reflection-based games, I felt like as soon as the puzzle was solved in my head, I had it solved in game, which is a good feeling. Great job!

Stunning appearance and presentation. For me my only real complaint is that the controls dictate more of the difficulty than the puzzles themselves. Often I would have the puzzle solved in my head, but sit around fighting the controls to solve the puzzle. The snazziness makes up for it though!

Possibly the best core mechanic of any game I've so far. It felt really mind-bending, especially on one or two of the puzzles. Great job overall, super impressive execution.

Good music, good core loop, and a good amount polish overall. I would like a few more SFX (gun firing, death sounds etc.), but it was feature complete. I think the color palette made the game super harsh to look at for me. Just a matter of personal taste, but it was a little much.

Overall, super impressive and a great entry.

I really, really loved this. There were a lot of charming little details, such as the bubbles approaching and following you as you got close enough, down to the intro stand-up and camera movement. While, I obviously wish there was more, this was slick as all hell.

Great job, especially for doing it solo!

For me, it felt as though the game speed was a touch too high and made it feel perhaps a bit too squirrelly and hard to control.

The charm was there in spades, I loved the music and the overall idea. I'll also echo the sentiment though, that it was hard to understand and parse when the laser could fire and for how long it could fire.

Nice entry though! Hope to see y'all around in future jams :)

Possibly my favorite thing here was being able to continuously get smaller and smaller until both my character and the enemies were tiny. I feel like the upgrades typically associated with being "good upgrades" in a game like this became liabilities and a potentially mediocre upgrade like just being smaller became huge benefits.

Also your bullet sprite was very fun! Thank you for submitting.

A great first jam entry. As others mentioned, there are some bugs, but it's short and sweet so it doesn't get in the way. Great job and hope to see you continue to participate! :)

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Yeah, the proper ending got cut unfortunately. I'm glad you liked the difficulty curve. I wanted a few more enemies and a slightly longer curve, but so it goes! Thank you for playing.

Haha, I'm glad someone found that line. It was an old D&D bit my old group had about using Magic Mouth in all the wrong possible ways. I'll leave it up to your imagination, there are many right answers :)

Thanks for playing.

Thank you for playing. The shader has been removed in a patch (someone screen-recorded the flashing and it was not good, so I wanted it out in case of seizures.). On desktop the background was more pleasant imo, but in the browser it got weird. The shader was also the source of the loading speeds being dismal? Go figure!

The tooltips on the skills took way too long to pop up. They should have been instantaneous, so mistake on my part for sure.

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I really loved that you could shoot yourself. I personally love mechanics that let you mess up and make you stop and think about how you approach something. Your first instinct is like, hell yeah, guns blazing, but that will basically be a death sentence.

Simple, good fun and I really loved that the art was simple but stylish and very clear to parse and understand. It was helpful as the chaos levels ratcheted up. Great stuff :)

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Great narrative. I liked how the changes to the narrative were fairly impactful. Simple and slick; my only note is that I wish there was a little more, but that's a great problem to have!

Also I took a gander at your code and it's not thaaaat spaghettified. It's quite clean for jam code imo, so hats off there too :)

It was meant to feel like a dump stat, but it unlocks dialog options at the mirror. Technically, it is what really wins the game.

Sorry you didn’t like it much, but thank you for playing all the same.

Thank you for playing.


I probably wasted too much time debating what rate of leveling was acceptable, so it was hard to balance.

Long story short on the final level repeating has to do with why there is a bug fix. Turns out a shader issue was messing up load times and performance, so i ended up having to do a last minute refactor of how the level progression worked. Kinda sucks, but that’s how it goes.

Lol! I love the fake pause, that's hilarious.

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PSX style graphics aren't for everyone, but I thought it was top-notch. Definitely an all-story kind of affair, but it was short and very to the point. The level-design played into that as well.

Possibly the best thing about the whole game though is the usage of the color palette. Just phenomenal and really enhanced the experience.

Great, great job!

The goose tempted me in! Great atmosphere and the layout of the haunted house was very solid.

As others mentioned, I'm not sure if fixing the car was bugged or certain parts just didn't work or weren't necessary? Through the teeth perhaps? My single biggest fixable note would be that the items blocking the flashlight maybe felt a little too punishing. I even like the idea that they block the light or your vision a little, but maybe it was too much.

Pretty killer entry all things considered. Can't wait to see what y'all cook up next time.

God, that one room was awful in the best way. You captured some of the highlights of PT into a lo-fi 3D game. I am so glad I snuck this in before the end of the ja. What a game! The end was perfect imo in "pull the rug out from under you" kinda way. You also absolutely nailed the directional audio in my opinion.

More please! Great first time!