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hankworx

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A member registered Jul 23, 2017 · View creator page →

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Really enjoyed the premise and the voice acting. The walk cycle of the customers made me laugh so hard and now I wanna animate like that. It seems somewhat un-win-able but I also just don't think I'm that good at it. The monster gets you through shelves as well which always felt unfair. All in all, really great entry and definitely memorable. Nice work!

Fun entry with a neat visual style, and aliens. It felt paced well but a little quirky to play. I enjoyed the lighting and the usage of green throughout the game.

I think I bugged it out a little. At one point I got caught behind the door when I opened it and I gained the ability to float. Also I seemed to have grab the soda again after closing the door and it tells me my objective is to go sit on the couch again forever, still managed to get the good ending though :)

Neat little puzzle experience, well executed mood shift after coming back inside. I had fun with the first few puzzles but the last one felt a little rude when the credits rolled. Still a fun point and click, set a nice mood, and I enjoyed the puzzle variety.

Funny concept. Enjoyable voice acting. It felt a little cumbersome to play but I did have fun hurling movies to defend myself. Nice doses of humor and funny relation to the jam theme. Definitely a lot of potential things you could do but it's a solid foundation. Nice work!

oh my what an evil house

Such style and grace! The option to have the filter on at the beginning got you big points in my book too. I really enjoyed the aesthetics, story, and puzzles. The music is all wonderful (especially your unused track) and it all left me wanting a lot more. Great work altogether! It's really impressive what you can do with Ren'Py in a week.

Fun interaction, nice doses of humor in the retro internet. It took me a couple tries to find the ad blocker. The present audio was really effective towards the end. I really liked the visual tricks when picking the moods with the faces, it had a lot of style and got my heart pumping a lil bit. The story telling through the browser history had me intrigued and thinking about how else you could explore the narrative through the computer. As some others said, a bit more player direction would be welcome, but this also feels like something that benefits from the mystery.   Nice work!

Super fun and engaging to play, I liked every little puzzle and figuring out what  to do. Sound design is so well done and chosen to each action. Great usage of PICO-8 and it made me feel bad for how many steps I took ^_^

Very cool short game. It had a strong mood with the theme, visuals, and gameplay dialog coming together, but as some others have said, some more sound design would go a long way. It felt like playing an old adventure game. Nice work!

Thanks for the kind words, and yes the voice actors all did incredible work! The mechanics were partially intended to imply you have no free will, and  we got a little overly ambitious with everything. There was an intention to randomize and shorten the monologues, but time constraints happened.

D'aw thanks for the kind words Ryan, it seems like you're definitely a part of the small intended target audience for this, and like you picked up everything we were going for :)

Thanks! There was a lot of unappealing stuff to the experience that was partially intended in the design, and this project definitely isn't for everyone. And I'd highly recommend incorporating more Lynchian ideas into your games, there's so much to explore.

I'M FINE

Very atmospheric with a great art direction. I enjoyed the mechanics and sound design, but the pacing felt a slow, even though it worked for the premise. Player animation felt a little funky but developing a third person perspective in a jam is impressive enough. The game left me wanting a little more narrative and story, but it also felt right to leave things vague and allow the player to come to their own conclusions. Nice work altogether!

Very cool style and presentation. Player direction felt a little misguided at the beginning, took me a bit to realize I had to sit on the couch. I experienced what I'm pretty sure is a bug after feeding the hole two meats lol The game sent me back to the living room but then a static VHS filter over took the screen, I could still hear myself moving around the room but the visuals were just tape static, even though mouselook still worked. Very intriguing work altogether, and very ambitious for a week. With some more narrative focus, deliberate pacing, and player direction, I could see this being a very unique full game. Nice work!

Fun lil concept, nice usage of audio and neat animations. Looks like it was fun to work on the TV channels, would be neat to see this elaborated on. Nice work for the last day of the jam!

Funny, cute little entry. Enjoyed the vibes, premise, and voice acting. Made me laugh and occasionally feel uncomfortable. Nice work altogether!

I definitely wanted a lot more out of this game, because it set so much up at the beginning. It felt unnecessary to even give the player control in the 3d environment, and the movement effects were very heavy handed. It did set a good atmosphere when the player sits down and the trivia system felt nice, but the whole premise kinda begs to be explored more thematically.

I found myself laughing, and often angry at the story telling, but probably as a defense mechanism from seeing too much of myself in Scott. It's remarkable how legitimately terrifying this is, as the same-ness and monotony of every day life made me long for something else, even forcing Scott to eat a different salad couldn't change tomorrow's lunch. Definitely not for everybody, and almost a drag to get through (but for the right reasons), it did a great job of showing how little interest Scott had in actually connecting with the outside world, god forbid you ask the barista their name or go out on a Friday night, Scott. Also yeah, Gambit was a necessary addition, I begged him to help him every night, but he just wanted chicken.

Neat little game, I like the game over screen/animation. Felt a little punishing at times from getting caught through walls or doors but it had a  lot of atmosphere and I thought the monster design was pretty cool.

Woah wasn't ready for this game to scare me as much as it did :D Even just the first interaction with Richard had me jump :D Unfortunately it seems there's a bug where your bullet count doesn't reload when picking up from checkpoints, so I didn't have the perseverance to make it through. The repeated jumpscare noise definitely loses its effect over time but works very well. Nice work altogether! The most I've jumped yet after playing any of the jam entries :)

This was fun! It felt like some of the gameplay sections could have been elaborated a little bit to increase the tension, like the end of the sewer could have been more effective with more of a buildup. All together, I really liked the voiceover and the premise, and the animation on the TV was quite cool. Nice work!

I really like the implementation of the TV and the way it displays your environment. Having the limited movement space was very effective to help feel confined, but also felt very 'game-y' knowing there's an invisible wall there to stop you. I wasn't too good at it overall but it had a great atmosphere and interesting mechanics. Nice work.

A little rough around the edges but a neat experiment all together. The audio design fluctuated a little on the volumes, and it would be nice to see the objects spawn in different locations so you're not repeating the same playthroughs. Visually it all feels a little disjointed, but still works well. I managed to finished on my second run, and congrats on making a finish-able game!

Fun little premise with a decent execution. The enemy stalking immediately felt a rude, like he could have waited until finding one tape, and the enemy pathfinding could definitely use some work. The audio design is pretty well done but you occasionally hear the enemy's footsteps repeat in weird ways when he's trapped upstairs.

Wow what a cool atmosphere, setting, mood, premise, everything is very intriguing. I really enjoyed my experience with this. The clipboard mechanic was very cool and I had fun filling it in and making my own decisions. The characters coming through made me laugh and feel uncomfortable at the same time. The writing always felt engaging even with just the tutorial text. Overall, very polished and stylish, wonderful work!

Fun and funny premise. Monster seems like he has a pretty short attention span.  I enjoyed the simple animations and the frames for the TV shows made me laugh. My monster never wanted to watch the passion of the christ. I got an error when trying to pick up the bowl so wasn't able to complete it, but this made me smile :)

I would have been really good at this 20 years ago but now my brain can't hold the short term info anymore haha Very neat implementation of Simon Says. I found it hysterical at points, especially when the monster got upset after feeding them too many weiners. Presentation worked very well, felt cohesive and made the world feel established. I'd welcome some subtitles as well but maybe that would make it a little too easy. Fun game!

Neat idea, decent execution. I always like the idea of electrocuting a captive player :D The electrocution graphic felt a little harsh on my eyes and got fatiguing over time, but other than that I really enjoyed the presentation. The timer did a nice job of never letting you feel too comfortable. The 'game over' click happened so fast it almost felt like a bug but other than that this feels very polished, nice work.

Pretty neat mechanics you implemented in RPG Maker.  The music is all well suited for the atmosphere, although a little simple, but appropriate for the setting and the toybox. Pretty neat you managed to include a bossfight and it felt well rounded altogether, but still felt a little half-fleshed out. There were a few movement bugs in the bossfight but nothing gamebreaking.

I couldn't get passed anything after the room with the dolls for some reason, couldn't figure out why even though I thought I collected them all. The jumpscares feel a little rough and senseless personally, like they ruined any atmosphere that had developed because they were inconsequential, but I did really like the 3d model. The premise is intriguing but the narration and delivery of the story could definitely use some work. As someone else said, this almost feels like it could be a comedy if you leaned into it a little more.

Uhh I couldn't get passed the second room? Idk

How do I get to the spooky spider tunnel? I went in the door with the mean jokes but I'm unable to achieve the spooky spider tunnel :(

The tank controls felt wrong for the top down perspective, and I'm someone who normally likes tank controls. I felt a little lost and directionless on the player's goal in general. It was fun shooting the ghosts and the light/dark mechanic did work surprisingly well for the game. It was a nice touch with the light above the hallways when the game was dark.

Neat concepts with the AI, it felt like a challenge balancing both of the enemies. Felt like the player goal could have been explained a little better. I ran around with the gold for awhile before realizing I could just leave. Nice visual style and it ran great, but it felt a little empty audio and story-wise.

Very inspired, ambitious entry! Definitely a lot of quirks but it looks like a lot to accomplish in 7 days. I had some performance issues on my pc but watched duck play through a lot of it until we experienced a crash late-game. Very cool audio, art, animations.

The repeated enemy encounters lost their effectiveness over time, and the enemy on the ceiling didn't seem to be that threatening to the player. The camera mechanic wasn't really explained to the player too well and had to look at the comments to figure out how to proceed in the beginning. One thing I found that broke my immersion the most was the padlock placement on the doors, I couldn't help but think "That's not how padlocks work."

Overall, this is an impressive amount of work for a seven day jam and it's amazing you managed to organize such a large team to do this. I feel the biggest pitfalls are the lack of player direction and the occasional immersion breakers like the padlocks.

I liked the presentation, atmosphere, and storytelling. It was a nice touch using different violin sounds for item interactions. I personally would have liked this more without the jumpscares, as they seemed a little cheap and unrelated to the story, but that's just my personal preference. It would have been nice to hear two or three violin BGM tracks rather than hearing the one over and over.

lol fun funny little entry with a nice twist. It'd be nice with a bit of a longer music loop and if there was a button we could hit to erase the whole page. I also took the opportunity to make a bad advert for my own entry in your game :)

Awesome to see you all made this in a week, looks like you had a blast doing it :) I enjoyed the puzzles and the humor to everything. Very impressive cinematography and audio design. It all felt very inspired. Really nice work with a high polish and quality.