Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

henchao

10
Posts
A member registered Sep 03, 2025 · View creator page →

Creator of

Recent community posts

Fun concept, and satisfying puzzles. It helped re-enforce my life choices to not be a professional baseball pitcher, bowler, or have twins.

Good, solid, fun game! 2 minutes on the clock was just the right amount. Enough time to figure things out and experiment, and enough time left afterwards to make it feel like you're just beating the clock.

Cool game, always love a shooter.

Fun game! Good pace for progression, and controls/interactions were very intuitive.

Love the art and music. Super cool controls as well. 1:46.78, we're ready for the Westminster dog show.

Super cool concept, and a lot of fun to play! Definitely has a lot of possibility for emergent game play as well. For example, it was a lot of fun to figure out that I could use walls as a shield. Very polished interface as well.

I enjoyed the game! Nice concept and puzzle, took me a bit to figure out how everything tied together, but once it clicked, then everything made sense.

Definitely resurfaced some old buried memories from my college assembly language course, but a fun concept! Intimidating to look at first, but given the super simple 0/1 interface, was fairly quick to figure out. The help documents to the side was a great idea. And there definitely was some sort of primal enjoyment from typing out the zeros and ones in a bongo like rhythm.

Thanks so much for the feedback! During the "Bad Pop" phase, I originally planned on implementing other ways to interact with the suspect to get them to crack, such as shining the light on them, shaking toys closer to their face, or if I was able to also support hand tracking, wagging a finger at them.

The current implementation though was interacting with the toy in the same way but as the "Bad Pop". An invisible mood value would then decrease, and once you hit a predefined threshold value, the suspect would have "cracked". In retrospect, I probably should have implemented some way to provide feedback to the player that you were correctly applying pressure and progressing down the right path during that phase.

Ah, sorry you were stuck, but thanks so much for the feedback! Unfortunately, it sounds like you might have ran into a bug that I didn't get the chance to figure out before the end of the jam, but you were right that the toys should have helped slow down the bar and progress the game.


I also wanted to have some "talking" dialogue show as you activated the toys to provide that visual feedback that you were going down the right track, but ran out of time. From your feedback though, I probably should have prioritized that to improve the gameplay.