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JivinJimmy

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A member registered Jul 28, 2023 · View creator page →

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Sent you an email. I'm interested in the voice acting and English writing polish roles. I'll send you some voice samples soon but don't have time at the moment.

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I loved the art and the cute little story, but yeah, there's definitely some issues with the controls and interactivity. It took me way too long to realize I'm supposed to click on the ghost's open hand to give them the package, and then I was a little confused because I still had the letter I'd just delivered in my hands. Also, who's the plant gravedigger guy in the bottom left? This was adorable, just needs a little touching up.

Fun little puzzler! Very relaxed and very good art. Took a little bit to figure out the rules, the tutorial does a decent job teaching the player even without words, but all the tutorial signs say, "Wow, this is very nice!" Which it is, but that's not the most immediately helpful information.

I don't usually dig on platformers, but I loved the artstyle for this. I don't even mind that the art's unfinished, it's that good even as stills. The slightly oblong tunnels remind me of Legend of the Hidden Temple of all things. The character movement is a little fast side to side, maybe slow the acceleration a bit to make him easier to control. Good job for what's there!

This was fun. I love the artstyle, but I couldn't quite get a handle on the combat. I don't think the smash cut from the guy talking about how much he can't wait to see his daughter to him getting conked over the head with what looked like a giant muffler and dying instantly was supposed to be as funny as it was. This reminds me of that old flash game The Visitor, especially with the design of the parasite. Good stuff.

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Thank you so much!

Thanks, glad you enjoyed!

Thank you so much! Yeah, the art team did an amazing job! (I just did the initial pass on the background render, I'm not counting myself with that. I made the pillars.) Those portraits especially, my god, GurzilL did incredible work.

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We had planned to have the additional lines from each cultist be from multiple categories, like backgrounds and possessions, but that ended up being impossible within the time limit. Our design lead, Kaiju, had multiple endings written depending on how well you did and we even had some of the art for that done but didn't get time to implement it. (Can I say this?) The biggest tragedy from that is you all didn't get to see the picture from the bad ending of the cult leader looking tearfully down at a photo of the god dancing with a cane and tophat. Anyways, thanks for playing! Glad you enjoyed.

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It was. I also did the initial render of the main background, but through the 2D artists iterating on it all that remains is the pillar and the fire pit--not the fire itself, that was Azk0. The original background was a little busy with all the spindly trees; the cloudy sky is much nicer. As for the scream, I think it's the complete lack of inertia between excitement and monotone pain. Like the transition is instant, there's no pause at all. I'm glad you enjoyed, it's my greatest contribution to this.

Heh, thanks.

I'm so happy that got to be my contribution to this. It was actually a last minute addition after I saw the testing build to punctuate Kaiju's sprint into the fire animation. I just recorded a bunch of random cutoff screams and had to stop after I got to the wooaugh's because I cracked up. I'm glad everyone else found it as funny as I did.

Having death improve your senses and even give you the ability to read is a cool mechanic. Checkpoints would have been nice. Although it was cool to see the opening areas in better detail after a few deaths, it did get a little tedious having to go back through them again if you made a mistake, and some of those wrong paths really let you go a long way before you hit a dead end. Kinda cool to have them clearly marked once your eyes clear enough to read, though. Not bad.

Man, it is surprisingly hard to do basic math under time pressure. I was drawn to this game because I was on the Death or Pass team and by coincidence we too made a game about sacrificing people to an evil god that looks like the Jacksepticeye logo, but hey, that's bound to happen with a jam this big. That is one satisfying crunch sound.

This was fun! I liked figuring out the logic for what each person wanted. Kinda funny how the news is just the immediate repercussions of your actions, but hey, that's game logic for you.

That was wonderful. Adorable little experience! Stumbled around for the first day because I didn't realize I could pick up the stick, and then after that it was exploring and self-improvement until I found the ritual clues scattered on the walls, and then I knew exactly what I was supposed to be doing. It can be a little slow at times but it's relaxed in that regard. Having the game show you things you want before you learn how to get them and the world slowly unfolding as you go was just wonderful. absolutely worth playing. Great job!

Okay, I have now played every single entry into the Classic Cam Horror Jam except for the AI scam one with the vampire maids and the one my computer flagged as a virus (sorry Nate,) and I deliberately saved this one for last because I had the sneaking suspicion from the jam page that it would be the most polished. And it is. By a significant margin. I don't know how you did this. I don't know why you did this. I don't know what the hell you were thinking at any point in this project. All I know is that I experienced existential terror playing this that I have rarely felt.

I'm not kidding, I'm not doing like a sarcastic joke here for the internet. This game is an obvious shitpost about an ice swan on a tricycle and it is the most competent presentation of horror atmosphere in the entire jam. It's not scary per se because it's too bizarre, but it's so surreal that it lulls you into this dreamlike trance and makes you soak in the dingy environments and the twisted monsters. If you had wanted, you could have easily made a serious horror game, but I don't think that would have worked. It needed to be weird to be effective.

I beat it on my first try having only been hit once and got a final rating of 5/6 wedding favors: "She's so fucking pissed at you." And I can't think of a more perfect ending.


Also, the font on the title can easily be misread as "Ass Swan," which feels like a lateral move.

This one's really well put together, but also quite tough. Furthest I got was 3 computers and about half the servers. Seeing the monster wandering around in the backgrounds through doors builds up the atmosphere is a great way, but with the way the cameras are set up we don't really have a way to try to avoid him besides crossing our fingers he's not there. a bit more feedback when we get hit would be nice too, rather than just the health ticking down. This is pretty polished, it's got the tension down.

I really like the premise of this one and I love the monster design, but the bugs made it impossible to get through. I'm pretty sure this is the only game in the jam with a limited save system, and using crayons and having the save be a creepy message was brilliant. However, if you save and load in the first room it clears your inventory, so you're softlocked without the flashlight. I liked the looping level design, but it seemed to dead-end in places. Why is the bathroom so emphasized with a key and signs pointing to it if all that's in there is a set of crayons? The keypad puzzle solved itself when I interacted with it the second time, but then I couldn't figure out how to even interact with the books and then got softlocked unable to look away from them. The style to this is great and I really wanted to see it through, but I got stuck because of the bugs.

I'm no expert, but I'm pretty sure a t-shirt and jeans are improper attire to be exploring an arctic facility. Yeah, that guy's gonna die of hypothermia pretty quick. I really dug the atmosphere and the buildup in this game, owing in large part to the awesome music, but the level design really holds it back. Giving us big glowing waypoints and blocking us in with invisible walls rather than allowing us to explore the world organically just isn't very engaging, especially in the monster den when we have to find the 7 interaction prompts. Not being able to walk and turn at the same time in fixed camera mode is pretty awkward. And there's some weird logic with the progression too. Why do we need to explore the attic and the 2nd living room if we don't find anything there? Why does merely picking up a key unlock the doors and warn us we shouldn't have done that when we haven't done anything with it yet? The ending chase is awesome and pretty much redeems the whole experience, except for one important detail: the invisible wall at the first junction in the sewers tells us to always go right, but if you do that in the chase, you're back at the monster den from the start and you die, so the game taught us wrong. To be fair, you go right both times before that, I think. Then when you respawn, the monster and the music don't. That chase is rad, it just needs a bit better level flow to support it.

This was a fun little game. The monster design was solid, and I found it pretty funny that the research facility is fully aware of it and does nothing, just warns you that there *may* be a demonic creature with blood-red eyes, just don't think about it too much. The first level was very slow, just waiting for the monster to give you a pattern so you could repair the boxes. I noticed a couple significant bugs in that section, though: when box 2 breaks it says box 1 is broken, and then doesn't change to fixed when you fix it, and more importantly, the progress doesn't restart after you die, so if you die with 75% you can start over and be almost done. I actually didn't mind that. I also liked the maze in chapter 3 and how the ending was getting teleported to another world and then just getting another better job.

Couldn't download it, sorry. Computer registered it as a virus. Turned off safe download and everything, no dice.

This one was creepy. I love the artstyle. I thought I encountered a bug and the graphics disappeared until I saw the default chairs and realized the sets were placeholder. Felt like the progression was a little rushed too, when we get a knife from a fish. Controlling a 2D character with tank controls was a bit weird but it's kind of novel, just glad I didn't have to run away from anything. Digging through that pile of corpses was a bit unsettling and that ending... ugh, chilling! I got strong Junji Ito vibes from this one, that "Nobody loves a lonely only" story about the corpses found stitched together.

This was pretty good. I love the story and the artwork. Aiming's damn near impossible. I thought the zombies had way too much health and poor visual feedback until I realized they died in 1 hit and I'd just managed to miss 20 times in a row. The ambush at the end was a pretty decent escalation but they were very easy to juke so it ended up being a little anticlimactic. This is a solidly-told self-contained little narrative, good job!

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That intro cutscene was fantastic! As was the one once I got the breakers on. The actual gameplay was kinda buggy. Animations didn't line up, like facing the wrong direction when peering through the window or sitting a couple feet to the left of the chair, holding turn right causes you to make a quarter turn and then start walking while holding left makes you make a quarter turn and start moonwalking, and I couldn't seem to get any progression triggers after I talked to the lady in the diner and reset the breakers. Instead of continuing the conversation, my character said an intro line she skipped about there being a lady behind the counter and then everything stopped. The premise and framing are fascinating and I really want to know more, but I couldn't get any further. I love the characters and the snappy dialogue. This is great, just needs some polishing up is all.

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Hmm, okay. I'll give it another shot. ...Oh yeah, that's so much better.

This was certainly an experience. When I went to download it, itch.io said your account has been quarantined for "suspicious activity" (what did you do?), and for some reason the download file opened as a Doom 2 wad. I have no idea. Anyway, as for the actual game, the atmosphere and buildup were very good, but having the flashlight swing wildly every time you move was a *horrible* idea and renders the game basically unplayable. Seriously, if the light was attached to the actor instead of the skeletal mesh, it would fix like 90% of the problems. I gave this one a try, guessed the code wrong, got grabbed by the mannequin, and didn't have the stomach to try again. The game's pretty good, but that light *hurts,* sorry to say.

This was quite solid! I love the texture work on the player character and his gallant stride, and the detail of having him look around nervously in his idle was an excellent touch. The level design was pretty good, having the clues to one of the puzzles implemented into the environment was clever, the thumping adds some nice tension, and the monster gave me a chill when I first saw it. I did experience a fair few bugs, though. The password input on the computer only accepts lowercase letters and registers as wrong if you put the word in all caps or the first letter capitalized, the big machine in the room where you climb down the rope has no collision, I walked up an ice wall in the doorway before the monster screen, you can see through the back of that same wall on a reverse angle from the stairs camera, and there's no trigger for the camera at the top of the stairs coming back up until you reach the very top, so if you decide to go back up the stairs you're walking blind for a bit. Those are just minor things though and don't take much away from the full experience.

This game was really well polished and a lot of fun. The section where you walk across the maze of narrow platforms especially reminded me of the original Alone in the Dark in the best way. And Fernando being voiced was awesome! Only downside I thought was the ending. While it wasn't an anticlimax or anything, it certainly wasn't very scary. Nevermind that though, the atmosphere and presentation were phenomenal!

Yeah, that was pretty alright. I wasn't expecting it to be a fnaf-like, but I wasn't disappointed it was a fnaf-like. Strategy was a little too simple though, since he always progresses linearly through the same 5 steps and the audio cue always lures him back 1 step regardless of where he is or what camera you're on when you play it. And since you only have 2 things you can do with power, it ends up pretty RNG-dependent, just hoping you don't have to waste power resetting the cams and he misses his movement opportunities. Jumpscare could have used a sound, but to be fair it did startle me when it happened. Also I misread the story as Plankton *having* food poisoning and we were trying to prevent his escape, which made no sense until I reread it. It's not bad for what it is, it's charming and kinda fun.

Glad I got a chance to play it, but the difficulty was way to high for me to get very far. Keyboard aiming on tiny, fast moving enemies with tight hitboxes that take, 5 hits to kill you said? But they can effectively kill us in 1 hit because of the poison mechanic, or 2 because we've only got the 1 epinephine shot at the start? No way, couldn't do it, gave it like 5 tries. Figured out how to juke the first spider reliably but couldn't get past the 2nd 2 without getting hit, so there went my epinephine shot. Furthest I got was finding the key and an extra box of ammo, but with 5 spiders after me I was dead. If even 2 ever corner you it's over before you can move. That said, I loved the camera system and the level seemed like a fun place to explore.

This was a nifty little game. And multiple endings! Cool. I got arrested for trespassing, or possibly shot for trespassing, not sure. The atmospheric buildup was pretty good, and the camera over the shoulder watching the TV of scenes from the same building was an inspired choice, but the follow-through on the horror didn't really work for me. The Mandela-Catalogue-style creepy face sliding into frame was the moment it lost me, and I was confused by Dr. Mike Hadley being revealed to be a giant, floating, non-hostile head. The progression was also pretty obscure. I didn't realize the phone was the big blocky thing in the main room and spend a good couple minutes trying to answer the phone on the desk, which only on closer inspection is missing its receiver. The interaction spots were a little finnicky, and there was a lot of wandering around waiting for the next progression trigger to happen, like either waiting for a timer to tick down or leaving a room and coming back. I do, however, absolutely love the nifty little walk animation the guy does, and how his feet never leave the ground. He's just grooving his way through a horror situation completely unbothered. Reminds me of King's Quest of all things.

Dang, I was really looking forward to playing this one after I saw the previews you posted on the discord, but now I can't download it because my computer detects it as a virus. I tried turning off my security for a second and everything. Sorry.

Hmm, yeah, that's definitely a big problem. We noticed it during development but I didn't think it was this bad. For some reason the turn rate seems to be tied to frame rate, so on my computer she was going way too fast and on the other team members' it was way too slow. Couldn't figure out how to fix it properly, so I added the changing speed toggles with 1-0 as a quick fix. That's not just bad, that's unplayable, since you need to turn to shoot at the enemies.

Thank you so much! Glad you enjoyed. Yeah, he scared me too the first time I saw him pop up and I'm literally the one who put him there. We actually had a couple more scenes and a related puzzle that showed what happened to Conrad & Sophia, but we had to cut it for time. I'll save the details for a possible full release though. Thanks for the encouragement! We might just.

I replayed it, bumped up the horror rating a bit. Yeah, that jumpscare gave me a genuine start. It was the teddy bear on the desk I missed, I saw it of course but I didn't stand in the right spot so I thought it was just a background detail. Is the bear that big teddy bear he says is creepy? 'Cause that's clever.

This was pretty alright for what's there. I found the 3 toys and the keycard, but I couldn't figure out anywhere I could use them. I like the texture work and the way the rooms are laid out, especially the part where you go through the side office to get around the blockage, and the flickering light in the hallway is a nice touch for the atmosphere. If there's no monster or anything, it would have been nice to be able to use the keycard to leave the way I came in, but there didn't even appear to be a door behind where I started. Also right I then end I noticed that when I stopped moving, my guy started slowly sliding away. Taldo seems like a groovy guy, home he makes it home safe.

That's a fair point. It's fairly brightly lit and a little toothless, didn't put much emphasis on building up the atmosphere as much as the full scenario design. There is a little bit of a scarier section at the end, but you might not have made it to that part. Would that we'd have had a little more time for animations and polish. Thanks! We all had fun working on it, so we just might!

This was pretty good. I played it twice. First time I wandered off screen in the back yard after getting the gun and got lost. Second time I made it back to camp but got killed by the monster. I love the crunchy textures and the aesthetic from that, the sound of the monster attack was pretty thrilling and ramped up the atmosphere nicely, and I love the monster design. I'm not so keen on the gameplay, especially with the way the cameras worked. It's way too easy to walk off frame and get stuck somewhere, and that you need to walk left back to your camp from the cabin off screen for a couple seconds and just cross your fingers that you hit the camera change trigger is... not so good. Is there a way to escape, or is the ending the monster getting you? 


Also, I don't think you're supposed to start a fire and then just go to sleep. That's a good way to die. Usually it's not a monster, but you know, bound to happen one way or another. Heh. This was solid, just needs a little polish with the gameplay is all.