Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

GrimLoveGames

130
Posts
4
Topics
5
Followers
19
Following
A member registered Sep 29, 2025 · View creator page →

Creator of

Recent community posts

The themes of the game jam.

Sorry I got carried away working on another project and forget to upload this.

Sorry sorry, I forgot haha i was working on a game of my own

The level design is very nice. I like the 3D environment and the presence of a docked ship. I felt disappointed that it seemed like most of the story happened in the opening text. I know it can be tough to get even the simplest of animations and cutscenes to work sometimes, but text should be interspersed within the gameplay, not the other way...That's just my design philosophy. 

The story was interesting. If there was time to  move around and do things in between each block of text, that would've enhanced the story. Great use of music, fog effect and putting it all together into a cohesive, believable environment. 

The movement speed was a bit low. I'm not a fan of all the different keys I had to press to do what should've been the same things. I do really like the background music and the aesthetic of a red sky. I was curious about what would happen next, there was definitely some mysterious and intrigue, but the movement speed was constantly reducing my willingness to continue.

What even happens in the game? I'm curious.

I like the classic 8-bit RPG elements, and noticed that used the Pokémon damage received SFX and recreated the water gym from one of the game boy games. That was funny and interesting, but a bit immersion-breaking. 

The kill animation was very cool and stylistic. I was frustrated with the opening text-based exposition. I think occasionally changing the on screen image(s), or adding some kind of movement or SFX could buy time until the player loses patience or loses concentration. 

Once the game got going, I felt curiosity about what could be hidden in the area, I feel that the use of a flashlight helped with that sensation.

It was cool that you had stuff like a car, garden and guillotine, it really added to sense of place and variety. I, personally, would've like more interactive elements, to be able to affect things in some way, even if it was like gimmicky stuff like dropping the guillotine.

Liked the fishing mechanics. Was a bit clunky and some music and sound would've helped. The art definitely creates an atmosphere.

I like the screens that show the different parts of the game world. The music is nice too.

The fishing mechanic was cool, but I didn't know I could move for a while. Some on screen text telling me the controls when I needed to know would have been awesome (I wasn't able to include tutorial elements in my game). I felt a bit frustrated with the player's move speed in the water. The fact that you get an aimable harpoon gun is awesome and the addition of a flashlight immerses me even more and adds another layer to the game.

Well done, I enjoyed playing your game.

Wow scared the crap out of me haha. I really like seeing a 3D game and the day night cycle. Cool duck.
The use of audio was very unsettling too. I wasn't sure what to do at some points and would've really like to sprint by holding "Shift" or something.

Would you be willing to be more specific?
Thanks for playing, I'm very happy to hear you enjoyed it.

The use of the color red is very striking in this. I felt uncomfortable and intrigued by what I saw and could do. The artwork is very well done, beautiful and also visceral. 

I wish there was more to the game like a larger overarching goal and maybe some more interactivity and control of other elements. The game would be fine without those things if you added to it. It would still be a very unique and memorable experience, niche, like Telltale games, but also very good.

WOW! That was very immersive and elegant game design. I was pulled in by the story, art and incredible use of sound. This makes me wish I had made my game a lot more like this. I also got genuinely scared haha. 

Great work sticking to the theme and great work creating an excellent game so quickly.

I wanted to play again to see the other endings, but there wasn't a button to restart the game. I didn't realize my sanity was changing at one point because I was processing IRL, maybe shaking and adding an outline to the gauge to indicate when it's being affected, would help. Unless that was an intentional design choice to elicit panic, and neurotic checking of the sanity gauge.

The logging minigame

Thank you I'm very happy you took the time to play and I love the feedback you provided. 
It hurts me to know that my game elicited disappoint from you. I completely understand why it would though with the points you brought up. Basically, the presentation of these elements are like promises I made to you as the player, promises I did not uphold.
That's not a good design philosophy. 😔

I mismanaged my time and overscoped a bit. I'll add content to the game after the jam, polish it and improve upon the art and animations.

It was fun though right???

Have a good day.

Very cool 3D art. The island setting was nice. Had some trouble controlling the camera and I was unsure of how to proceed or what I was supposed to be doing.

I like the music and the blocky 3D art. It was fun having floaty roller blade-ish movement. Good job creating a peaceful little town.

That was very relaxing and helpful. Perfect timing too, I needed that. Thanks and great work with developing a novel concept.

The score counter, score multipliers and being able to see the stack of incoming tiles are all well done and really started to get me hooked on reaching the next special tile and multiplying my tile's score. Well done, the music and presentation is simple, direct and easy to understand and approach...intuitive.

That was interesting and the visuals created a friendly game atmosphere. I got stuck at the part that you saw me end the video.

Very well made and unified vision. The nontraditional credits was very cool, surprised and delighted me. Well done.

That was fun. Reminded me of Pacman, but seasonal. Looks like there was a lot of content and more things to do. Well done making a game with so much to it.

Cool dialogue and expressive character icons. I didn't know how to proceed. What happens to Remi?

I really liked the voice acting in this.

Very nice aesthetic and great choice of music. The game seems to have a  lot to it and tons of content. Too bad I couldn't keep playing it as I should play other games in the jam.

I really enjoyed the atmosphere that the game created and the 3D environment looks great. The text generated from something in the attic made me laugh, well done, subtle humor.

I'm using this for a game jam game called Uroboros Legacies.

Will there be rankings for our games?

Very cool aesthetics, camera movement, atmosphere and all-around style. Sometimes I felt like there wasn't enough feedback for my actions, such as in the combat not having animations. I'll probably borrow some of your design choices for future games, particularly the red fog-o-war and the shifting camera, it was very dynamic and cinematic.

That was fun. Going through all the text between failed attempts could've been a bit faster, but it triggered my drive to succeed and feel competent, so I was willing to wait. Felt like a concentrated interactive experience, not diluted by random stuff added. Well done on your jam game.
(1 edit)

Very cool. The controls were a bit touchy, but I spent more time playing this than many other games in the jam. Engineer for the win! Engineer shattered his spine carrying the team.

Thank you sir, your positive words are a great boost. I'm about to try your game again, now that I understand what to do. Excited to play. I like games like Door Kickers and SAS Zombie Assault for android.

The artwork and menus look awesome. Great work.

Hey, 

I wasn't able to run the game correctly. It wouldn't progress past the character select screen (I chose assault).

It could be because I'm on a chromebook, though. Thought I'd just share this info with you.

Very cool atmoshphere and game concept. I was a bit confused on what to do. It's cool figuring something out on my own and the sense of accomplishment that comes with that, but it is a tricky thing to balance. The sharks were scary haha.

The aesthetic is very cool and looks nice. Polishing would benefit the experience, searching for and removing bugs. Thanks for this game, sorry about the lack of sound in the video.

Uhhh, very unsettling...but also interesting and a bit reminiscent of Delta Rune.

The full game as of right now.
(1 edit)

Here's the full game. Skip to 9:12 for the ending. I moved the giant log closer in an updated version I haven't released yet. The job is doable, just very very strict on positioning and timing...bad design.

The game is glitched, I'm fixing the bugs now so it's playable after the jam. I'm also uploading an edited video where you can see full gameplay or skip to the end to see how the game ends. I reccomend seeing the ending if you played the game, it gives closure to the story...plus it's nice, I think.

I really enjoyed that game, I wanted to keep playing and might at some later time. Very different from everything else I've played in the jam so far and I enjoyed the combat mechanics. Maybe battles that are a bit faster at the start of the game might be good, but how it was would just lend to it's own style. 

Loved the character art and the game concept. I felt restricted in the gameplay though somehow, hard to describe, maybe it's the short timers in the first few levels. The sense of atmosphere created by the art and sound pulled me in, I felt immersed in that world and the memos were a nice touch too. Great job  creating a sense of place. I'm glad you rated my game and I got to play this.