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julio_iossa

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2
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A member registered Aug 13, 2025 · View creator page →

Creator of

Recent community posts

Hi! Thanks so much for the kind words and for taking the time to play our game!
The difference between 2D and 3D comes from our original design—we wanted the player to follow the mysterious character into the city’s underbelly, where his hideout is. That’s why the 3D scene feels darker. Unfortunately, we didn’t have time to fully implement it, just like many other ideas we had in mind…

As for the room—if you mean the blue one with the fuchsia door—in an earlier build we accidentally exported the project without loading the following scenes 😅. But in the latest build everything should work: the trigger for the next scene is just inside the door, so you have to push a little further in, opening it alone isn’t enough. We probably should have made that clearer too!

I managed to get into Dr. Gray’s office, but unfortunately, when he asked if I remembered anything about what happened, no dialogue options appeared and I got stuck there. 😕
Still, up to that point it was a great experience, the atmosphere is super creepy, and I really liked the blurred vision effect at the start. Too bad I couldn’t go further, because the story was really intriguing… 😥

I played the Windows version, and the audio was fine. The graphics are fantastic, they create an atmosphere that ties in perfectly with the music! The story is really intriguing, and the dialogue leaves just enough unsaid to spark curiosity. For your first game, this is an impressive piece of work!

Fantastico!! Per noi è stata la prima volta con un'avventura grafica, avevamo in mente grandi cose, come sempre in queste situazioni la semplicità premia. Credo di essermi perso qualche pezzo, perché al di là del cappello, non ho capito come distinguere il soprannome del nonno, alla fine sono andato per tentativi. 
Comunque sul template del discorso in italiano è rimasta la scritta a fondo pagina "vuoi che generi l'immagine di una famiglia?" (👀 chattino?) , non so sera voluto... 😅😂
Ad ogni modo davvero complimenti, è stato super divertente!

I'm glad you found the UI intuitive! As I mentioned to someone else, I was a bit worried it might feel too much like a ‘game made by a programmer for programmers’.
About C.L.O.C.K. not responding—that actually wasn’t intentional. During testing it happened a couple of times when overlapping calls messed with its reactivity, and I thought I had fixed it. Looks like you managed to find another one!😅

‘Not a bad implementation’—did you peek at the code by any chance? 👀—You’d be right 😅🤣
Glad you liked it!

I'm really glad the atmosphere felt engaging! Honestly, I was a bit worried players might get lost on the starting screen. Thanks to you for playing!

Thanks a lot! Since I was working solo I went for something simple. It had been a couple of years since I last used Unity, and I was pleasantly surprised by the UI Toolkit—so I took the chance to experiment a bit.

The graphics are really cute, and the color shift between day and night is very atmospheric. I did feel the time limit wasn’t very noticeable, and the map felt a bit too big. It could have been interesting to have a little garden with predefined spaces to manage in order to collect all the required items, instead of having to run around looking for them.

The graphics are gorgeous!! Both the background and the little stars create such a super chill atmosphere. I could totally see them in a random encounters game like Reigns.

I don’t know why, but I really liked it a lot! The character has a certain cuteness to it. That’s as far as I could get, now I need to give my fingers a rest.

The game is super cute, and the way the music gets more intense adds a lot of pressure! I did notice that after losing, while the final screen is showing, the game still reacts to inputs (pressing space triggers the sfx). On my second run it actually froze on the final screen. 😕

Thanks!! The hardest part was trying to test the different mechanics while putting myself in the player’s shoes. I was worried the bonus time might be too little and the penalties too harsh... For the access part I liked the idea of challenging the player to remember the credentials entered at the start without giving any hints. There are so many other things I would have liked to add—for example, highlighting when time is running low (maybe making the countdown flash), adding more puzzles—but hey, it’s the unpolished jam!

Thank you so much!!