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JibbyCoco

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A member registered Aug 11, 2022 · View creator page →

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This is fantastic! The design of this game is clean and seems to be driven by a clear vision. The survivor aspects of it feel well timed and the challenge curve feels just right to be engaging but not over demanding. The scope of this game is great. You picked a good section of gameplay and abilities to showcase because that was fun and got me hooked quick.

The art is cute, colorful, and a pleasure to look at.  I like the little character animations and design and it felt cohesive and well put together. Nice job taking the asset pack for that and putting it together in a fun way. Music and sound effects are great and felt appropriate for the game. 

Solid game! Well done and looking forward to playing more if you keep updating.  

Congrats and awesome game and execution. This really felt like a polished game with a cool concept, well designed, and expertly crafted.  

Thanks for playing. I think it is that and the mobile version. I didn't set it up properly for mobile so when you tap on the screen it goes to some random spot on the map for some reason. Thanks for the heads up. I'll take a look at this. 

I really appreciate the offer and am truly humbled by you saying that, Lady_Ellhorn! For this project (v1), I've decided I want to keep working on it myself to really force myself to learn how to finish all the features I planned. Thank you again for playing and for being so generous with your time and offer!

Awesome! Excited to keep playing as y'all update it. Look forward to it!

Very cool idea. I didn't understand the story that well but it was fun to playthrough and see all the art.

Pico 8, I love it. This is a legit retro style game. Took me a few playthroughs to really get used to the arm swinging mechanic but fun once you get going. 

Cool game! I loved the style of art you chose and you had some pretty anxiety inducing situations. I like the idea of having to find keys to navigate around. 

Could've used some music and the main enemy (brother?) was cool looking but should probably make some noise. I could imagine being chased by that like in Amnesia or something where there is visual and auditory feedback that it is chasing you. Lighting could probably be a bit darker too to set the scene a bit. 

Fun game though and well done!

Glad you liked it. I'm still learning about where, what, and when to spend time on different parts of the game so I wasted too much time on a drag and drop combination UI logic and didn't get to build out the length or a few of the items. Had planned to at least have one more room and a few more items but ran of time. Thank you for playing.

No, that was it unfortunately. I had planned to add a saw, a morphing potion (can see it in the 2nd room but not functional), and more puzzles about exchanging health and limbs as keys but spent way too much time on trying to get a drag and drop inventory working. Appreciate you playing and thank you for the feedback. 

Hey, no browser zoom but I am running on an ultra wide monitor (49") which may have had something to do with it.

Forgot to mention how awesome the main menu and game over screens were. THAT was a great idea.

Loved the aesthetic of the game. The PS1, low poly 3D looks great and whatever filter you had on the camera was great. The house was laid out really well and I really liked how you stayed consistent with the direction of it being a military house almost setup like an Airbnb themed house. That was great.

I had a few glitches. The first night the ghost came out, he got stuck going back and forth on a wall all night so I just left him alone. Good ghost. The second night, he chased me but all I had to do was close the door and stand there and he got stuck in the door. Not sure if that was intended. 

Cool game though, well done!

Sound design was UNREAL. Well done on that. The atmosphere was solid and the lightening art did a great job setting the scene. I loved the few scenes that I got to with apparitions popping up. This was clearly done by a good team who knew how to execute on a vision. 

My biggest downside was the pacing. I have a feeling this was deliberate for setting the speed of the game but the walking took so long. I found myself losing interest trying to backtrack with how slow it was moving. 

Awesome game. Loved the sound design, atmosphere and layout of the level and story. The movement, firing, and art felt very polished especially for a short horror jam. It's incredible y'all got this looking so good so quickly!

Few notes that are pretty minor. The menus are borked. I ran in browser and fullscreen and I couldn't see half of the buttons. Thankfully, I was able to see the play one. Checkpoints would've been nice but I can't tell if you did have them and I couldn't see them because of the UI or if they never made it in. I got to Steve (awesome monster btw and good lead up to him) and died right at the end and had to restart all over. I also didn't see anything for an ammo count which could've been by design. Would be nice to have a visual on that. 

All in all, that was one of my favorites. Well done!

Cool idea! Love the Sleepy Hollow tie in and the art. Was confusing when getting hit. A marker when you get hit and a sound would help and having it look like you're actually slowing down when you get hit. Cool game loop though and I loved the art.

Cool idea and execution. I liked how detailed the story was and the tie in within Stephen King's Cujo. Setting looked great and the bodies around the truck and trailer were a nice touch. You could use another variety of gameplay. I felt like I was just running and punching dogs occasionally. The stealth would've felt a bit more deliberate with a cone of vision. Can's felt kind of useless too but I think that was because I didn't do any stealth. 

Banger of a song, fun gameplay, and cool looking skeleton. Checkpoints could be more often the void rising glitched out for me.

Fun mechanic! I dug the music and the mechanic once I figured it out. Felt a little confused about where to go when I got to the top of the grassy platforms. Some different textures in the sky behind would make it easier to get a feel for how far you're falling when not near a platform. Fun game though, nice job. 

Fun game! I liked the premise of being a rat being experimented on and the levels felt balanced and progressively harder in the right way.