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GothicTaco

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A member registered Feb 06, 2018 · View creator page →

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I got up to the level where they introduce the explosives. There is a lot of jank and I wish the menus expanded along with the screen (They are very small on fullscreen) But it was fun, and very inventive.

We did set up the spooky stuff. It just wasn’t spooky. I think the issue is going with a vague idea of the simulation rather than focusing on a single mechanic.

That is not a bug. The game hides the cursor by default. You use the mouse buttons to play the game but there is no cursor.

This game requires a type of coordination I simply don't have, but it was very fun. You achieved a lot with very limited art, which isn't easy to pull off. Well done.

Hey LowPolyFreak. I remember your Scream Jam game with the anglerfish. Was pretty excited to see another of your games. But before I say anything, I want to mention that me and my team tried making a simulation-type horror game for the past Godot Wild Jam. It ended up as a nothing burger. So I speak from experience when I say this type of games is the worst you can go for in a jam 😅

The plan was to have them on the wall, but I couldnt make them fit without having them be super tiny. Maybe I should have thought of a proper solution 😅

Ok bro, you either love precision platformers and think the game is easy, or you're aware that this game is difficult and take joy in torturing others. There is no reason it had to be this hard.

It is very fun nonetheless. Simple, movement-based mechanics are always a great idea for jams, and you have a great implementation here. It says a lot that I kept playing despite dying over and over. I got up to "3 checkpoints left"

Some critique is that I think the tutorials should specify that jumping stops your momentum. Also, since you die so often, respawning should probably be automatic instead of waiting for me to press space. Unless the player is spawning on a moving platform or under ice spikes later on, I don't think this game benefits from adding that small respawn delay.

I was excited to play it but it wasn't just the first collision that froze. It was all of them. For a moment I feared it had crashed my computer.

I did like what little I see, but I can't  say much else other than it didn't really work. And that there should be something to tell the player apart from the enemy. I played against my very own model and at first didn't know who was who. If it was more functional I can see this getting a very high score though.

How do you keep consistently making Tumblr sexy men???

Beautiful artwork, and a really creative implementation of a card battler. I do have to say that having an empty itch page is a bit of a red flag, so many people will probably skip it. Also, you seriously need content warnings for blood.

Really fun to play. I managed to last 18 turns. Only complaint is that a certain segment of the music is considerably louder than the rest of it, so it got kinda loud sometimes.

Pretty good atmosphere and puzzle design. My one critique is that when you get chopped you can still hear your footsteps if you move, which kind of kills the tension.

Now that is a horror game if I've ever seen one. Being immobile and forced to perform a distressing procedure is a recipe for stress. Great interpretation of the them. The art was really good too.

The cat is very smell and blends with the background very easily, even with the ghost trail behind them. Still, very fun concept, and good platformer design. It's probably the most fun game I've played in the jam so far.

Bro the light is minuscule. It's really hard to play with a large screen, I could hardly see anything. I do like the concept a lot. I wouldnt mind seeing this in a longer game.

Congrats on winning the Jam! Me and a couple others would love to see this being a full release. 

Lusted? Sexy?

Love the grain filter and the upgrade system. And the paper illustrations are a nice touch too. It did feel silly to just encounter Slender pacing around, and also chasing you. The horror is that he kind of just appears there. But it was freaky to see him emerge out of the ground.

Managed to beat the game. I don't know if it is a GB Studio thing but the font is kind hard on the eyes. That aside it was very fun to play. My favorite death is when you just book it.

I do have to ask how a guy that withstood getting impaled in the eye was stunned by cooking spray.

Like all the other commenters, I also struggled with the camera and the collisions. And I think it's silly that you are looking for your missing sister but your character sprite is smiling. Couldn't get too far into the game.

I do love the visuals. There aren't many 2.5D horror games. And the character art was absolutely charming.

I think that you need to press Space or Left Click. Godot has those buttons as default and they are second nature to me. If E doesnt work then it was an oversight on my part. Didnt even realize.

Very fun and relaxing. And a pretty good idea for a jam.

One thing that is sorely missing though is sound effects. Something that plays when you catch candy or get upgrades.

There is something very humiliating about being killed by some fish falling on top of you. The mechanics are very fun and the visuals are very good. The sad music really conveys the idea that if you don't catch anything you wont get to eat. I would love to see this used as the backdrop for some greater story. 

Silly, but pretty fun. I liked the character dynamic among the trio. I do wish the combat had more sound effects, such as selecting the action and hitting the enemy. It would feel a lot more impactful.

The jumping is very clunky and I kept dying because it fell or walked into spikes. Also, you should put a collider at the left of each scene because I think you can just walk offscreen endlessly.

Still, very charming game. One of the best pixel art games I've seen. You could probably make a full game with the amount of assets you already have here. There is a lot of potential.

Hearing the sound of the cat over and over was annoying. I would implement different sounds, and maybe some pitch variation. Aside from that, it was pretty fun. It was very creative to have the tail point to where he would jump. Very polished for a first ever game. The graphics are stunning. I especially like how you drew the owner.

I wouldn't mind if he was my owner.

My flashlight stopped working all of a sudden. Is that intentional? The atmosphere and graphics were good, but having to wander in complete darkness really ruined it for me.

I got stuck and had no clue where to go. Also, the way you named the difficulties is kind of insulting to the player. You never want to make someone feel bad because they chose an easier setting.

I like the graphics a lot. I wish there was some direction of where to head to next, without having to go with an easier difficulty.

I was just walking lol.

Went to hell but it was worth it. I wish more games would let you curse people. Love your artstyle btw.

Was really enjoying the game. Shame Unreal crashed on me lol. The cameras and control need some work. And many of the cutscenes could be a lot shorter. The one where the monster is introduce drags on a bit. And all the 2D flashbacks are very verbose.

Still, this is mindblowing for a jam game. A faithful recreation of classic horror games, with the graphics and camera angles to boot. I liked that you can't fight the monsters but instead must sneak past them. Looking forward to whatever you create next.

Here's ours! Prepare to be stressed!

https://itch.io/jam/scream-jam-2025/rate/3964367

A bit janky, but it was very fun. And its not often that you find a horror game that actually uses color. I did find the character voices a bit annoying. The sounds were very disparate.

Well, that gave me a spook. I do wish there were more context clues about the story. Not sure what the child has to do with the radio towers.

Love this. Horror games rarely think of making movement a fun mechanic. I would love to see a game that expanded on this.

Thanks! I'm glad you enjoyed it. The inspiration was actually FnAF 1 through 4. We even debated whether or not we would let the player move.