
L0g1cF@11acy
58
Posts
9
Followers
8
Following
A member registered May 10, 2022 · View creator page →
Creator of
A fun little 8-bit platformer, sure to bring back nostalgic memories of the era.
Platformer
Holly Frost returns home at Christmas. Family, friends and a past love interest will make it a trip to never forget!
Interactive Fiction
Recent community posts
This game immediately pulled me in. The visuals and sound design are genuinely haunting, and the atmosphere is incredibly strong from the start. The concept of exploring memories in a forest that represents the mind is very compelling, and the shifting rules mechanic is a really interesting idea.
I also became a bit disoriented navigating the forest. Some subtle environmental differences between paths might help guide players without removing the feeling of being lost.
Overall though, the atmosphere, sound, and emotional tone are very well done. I wish I could have explored further because the premise is really intriguing.
Great work on creating such a strong psychological horror mood.
If you get a chance during the rating period, please check out and rate our game as well. We’re still trying to reach enough ratings before time runs out!
Thank you so much for playing!
We’re really glad you enjoyed being able to mess around with the objects while waiting. That little bit of “waiting room boredom relief” was something we intentionally leaned into so players would have things to discover even when nothing obvious was happening.
Really happy to hear the NPC dialogue and voice acting helped pass the time too. We had a lot of fun recording those and trying to give each character a little personality.
And it’s great that the increasing weirdness of the rooms came through. Watching the environment slowly become more unsettling was a big part of the experience we wanted to create.
Thanks again for checking it out!
Nice itch.io page and presentation overall. The premise of remotely controlling cleaning robots to investigate abandoned office buildings after an apocalypse is a really creative setup and fits the theme well.
I thought the perspective shift where everything around you is much larger was interesting, and the static night-vision camera view made the experience feel unique. It gave the game a distinct surveillance / remote-operator vibe that I enjoyed.
One thing I struggled with a bit was understanding what I was supposed to be doing moment-to-moment. The concept is clear, but clearer objectives or prompts during gameplay would help players understand how to interact with the systems and progress through the experience.
Since this was made in Godot, you might also consider doing a web build in the future. Browser builds tend to get a lot more play during jams because players can jump in instantly without downloading.
I also really liked the storytelling potential in the setting. It could be fun to push environmental storytelling even further. For example, weird conspiracy boards with red string connecting notes or strange office clues in the background could add some memorable easter-egg moments.
Overall, the concept is very cool and I like the direction you're going with the remote-operator horror idea. I'm excited to see where the post-jam version goes.
Also, if you get a chance during the rating period, please check out and rate our game as well before the deadline. We're still trying to get enough ratings and would really appreciate it!
Thank you so much for giving it a try and for the kind words!
We’re really glad you liked the lighting, environment, and character models. Those were areas we spent a lot of time on during the week, so it’s great to hear they stood out. The sound design was also something we tried to use carefully to build that uneasy atmosphere.
Sorry to hear your laptop had trouble running it though. Unreal can be a bit demanding, especially for a jam build where we didn’t have much time for optimization.
Really appreciate you checking it out and leaving feedback.
Thanks again!
This is really polished and addictive. I love the fun twist on mining and cave exploration. The art, animations, and mechanics make each run engaging, though the theme could be pushed further to feel stranger and more varied.
If you get time, can you please rate our game? We've not hit the limit yet!
places i go when i close my eyes jam comments · Posted in places i go when i close my eyes jam comments
Holly's Splendid Sugar Rush Rally jam comments · Posted in Holly's Splendid Sugar Rush Rally jam comments
Hi Jim,
I just wanted to reach out and say that I’m still thinking about I FEEL GREEN several days after playing it during the jam. That lingering atmosphere is rare, and I think that says a lot about the piece you created.
Your work made me think of a publication called Game Poem https://www.gamepoems.com/home They focus on games as artistic and poetic experiences rather than traditional mechanics-driven projects, and your experimental approach to mood and presentation seems like it would fit very naturally in that space.
I thought you might find it interesting, and you might do really well submitting work there or connecting with that community.
Either way, I really appreciated the experience you made. It stuck with me.
IKILYA (Survival Horror Furniture Shop) jam comments · Posted in IKILYA (Survival Horror Furniture Shop) jam comments
Nice work getting a submission finished for the jam. A survival horror game set inside a furniture store is actually a really fun and unusual idea. Those big showrooms can absolutely feel like mazes, so it’s a setting that fits the theme well.
I also liked the inclusion of the gallery on the menu. That was a nice touch and a cool way to show off the art assets. However, when I clicked on the images to view them, I wasn’t able to return to the menu and had to restart the browser. A back button or escape option would help a lot there.
The menu itself looked good overall, but some of the menu buttons felt slightly off in placement. In Unity there are layout tools that can help lock UI elements into place so they stay evenly aligned.
During gameplay I wasn’t quite sure what my objective was. I was able to walk around using WASD, but I wasn’t sure what the goal of the level was supposed to be. A simple prompt, objective text, or short intro explaining what the player needs to do could really help guide players.
I also noticed a cube following the player and wasn’t sure if that was intended as part of the gameplay or a debugging object.
The menu music was nice and set a good tone, but I didn’t hear any sound during gameplay. Adding ambient audio or small sound effects could really help build the creepy furniture store atmosphere.
Overall though, the core idea of a survival horror game set in a furniture showroom is a great concept. With clearer objectives, some UI polish, and more audio in the gameplay, this could turn into a really interesting experience.
If you get a chance during the rating period, feel free to check out our game as well. We'd love to hear your thoughts.
Nice job getting a submission in before the deadline. Finishing and uploading something for a jam is already a win, especially when you’re working solo.
One thing I would suggest for future jams is spending a little time setting up the itch.io page so it presents the game clearly. The page is the first thing players see, so adding a short description, controls, and screenshots can help people understand and get excited about the game before they play. I usually create my page when I first sign up for a jam (unpublished of course) and then slowly add details during development.
Another small tip I used to give my students when teaching online media courses is to avoid apologizing for the work or explaining how difficult the process was. Players generally want to jump into the experience itself, so focusing the page on the game and its idea helps sell the project better.
During the game I noticed a few small UI typos, and the loop was quite short. After finishing I had to refresh the page to try again since there wasn’t a restart option.
That said, I actually liked the visual style of the enemies. They reminded me of a Basquiat-style aesthetic, which gave the game some personality. I wish more of that visual identity carried through the rest of the game.
Adding sound effects, a quick tutorial, and some clearer instructions could really help strengthen the experience. Even a small gameplay loop with audio feedback and progression can make a big difference.
Overall though, nice job getting something playable submitted for the jam. Hopefully we’ll see what you build in the next one.
If you have time during the rating period, feel free to check out our game as well. We'd love to hear your thoughts.
Nice job getting a full project finished, especially for a first game. That is already a big accomplishment in a game jam.
I liked the visual style at the beginning. The simple geometric aesthetic reminded me a bit of Thomas Was Alone, which gave it a clean and recognizable look. The dream concept also fits the theme nicely since dreams are naturally full of strange places.
Where I got a bit stuck was progression. After reaching the white scene the game kept restarting for me and I wasn’t sure what I was supposed to do next or if that was the intended loop. Because of that I wasn’t able to move further through the experience.

The premise itself seems interesting, but a little more direction for the player would help. Some dialogue, prompts, or environmental cues explaining what the player should be doing could make the progression clearer.
Overall though, nice work getting your first project completed and submitted to the jam. Finishing a game is the hardest part.
If you get a chance during the rating period, feel free to check out our game as well. We'd love to hear what you think.
Nice work on the presentation. The main menu looked great and the options menu seemed fully functional, which is always nice to see in a jam project. The 3D art was also really well done and the sound effects added a nice creepy atmosphere that helped sell the strange world vibe.
The portal / reality shifting puzzle idea is interesting and fits the theme well. I liked the concept of using Focus Mode to interact with the environment and discover hidden elements.
One thing I struggled with a bit was the scale of the level. It felt very large and I wasn’t always sure where I should be heading or what the next objective was. A few subtle visual cues or environmental hints might help guide the player so they can focus more on the puzzle mechanics instead of searching the whole space.
I also noticed that the credits screen didn’t seem to scroll, so I wasn’t able to see the full list.
Overall though the atmosphere, art, and puzzle concept were really solid and it’s impressive to see a full 3D environment like this in a jam entry. Nice work getting this finished.
If you get a chance during the rating period, feel free to check out our game as well. We’d love to hear your thoughts!
Thanks so much for taking the time to play!
Glad you liked the theme and the characters. The eyes definitely unsettled a few people, which means they did their job.
Yeah the Esc behavior caught a few people off guard. That one slipped through during the jam crunch. Same with some of the performance issues. Unreal can be a bit heavy depending on hardware, especially for a jam build.
Really appreciate you checking it out and leaving feedback. If you have a chance, feel free to jump back in and see if you can make it to the later rooms. Things get a little weirder as it goes.
Nice itch.io page and presentation. The concept of being a real estate agent trying to hide strange anomalies before a buyer notices them is a really fun premise and fits the theme nicely. It definitely feels like the kind of chaotic situation that could create some funny gameplay moments.
I did run into a few technical issues during my playthrough. When I clicked the Credits button on the main menu, the screen went black and nothing appeared. I also had trouble figuring out how to actually start the game because the controls listed on the itch.io page didn’t seem to match the in-game controls. I ended up just pressing buttons until something happened.
During the game itself I had a few strange moments, like walking out the window and falling into the abyss, and the buyer character seemed to glitch or respawn in odd ways. When I eventually sold the house the game also went to a black screen, so I wasn’t sure if that was the intended ending or a bug.
One thing that might help the gameplay loop is some kind of progress indicator showing how many anomalies are left to deal with before the sale is complete. That would help the player understand their objective and feel more rewarded as they clear the room.
Overall though, the premise is really fun and with a bit more polish and feedback for the player this could turn into a really entertaining experience. Nice work getting this completed for the jam.
If you get a chance during the rating period, feel free to check out our game too. We’d love to hear your thoughts.
Nice itch.io page and presentation overall. The concept of overlapping realities in the forest is really interesting and fits the theme well. I liked the visual style of the environment and the art assets worked nicely for the atmosphere of the platformer.
The mechanic of switching between realities while platforming is a really cool idea. However, I found the jump + reality-switch combo fairly difficult with the keyboard layout. With the number of jumps required, it became hard to execute consistently unless I could use a controller. The idea itself is strong, but the input combination made the challenge spike pretty quickly.
One thing that might help players is a subtle opacity or ghosted preview of platforms in the other world. That could give players a hint about where things will appear when they switch realities and make planning jumps easier.
I also didn’t hear any gameplay audio during my playthrough, which made the experience feel a bit quieter than expected. Some environmental sound or feedback for actions could help reinforce the atmosphere.
One thing that happens a lot in jams is that developers naturally become very skilled at their own mechanics during development, so difficulty can creep up without realizing it. A little external playtesting can really help balance those moments.
Overall though, this is a really solid first jam entry, especially finishing a full mechanic like the reality-shift platforming. Nice work getting it completed and submitted.
If you get a chance during the rating period, feel free to check out our game as well. We'd love to hear what you think!
Memory Hole has a really strong presentation and aesthetic. The 80s Blade Runner style, CRT filtering, and overall tone feel cohesive and intentional. The use of historical footage and the video-style introduction was especially cool and immediately boosted believability.
Where I struggled was onboarding and clarity. The intro lore is ambitious, but it hits the player all at once and I found myself confused about what I was supposed to do and how to use the computer system. It took me a while to even understand the core task, and once I did, I still wasn’t fully sure how I was meant to judge what should be flagged or redacted.
This feels like a game that would benefit a lot from drip-feeding information. For example, having the computer interface guide the player in small chunks, with simple early examples, would help players learn the rules before the story complexity ramps up. With narrative-heavy technical gameplay, the game needs to teach the player the decision logic very clearly.
I also noticed some text readability issues. It looked like some characters might be missing, possibly due to the font or formatting, which made following the story harder.
Overall, the atmosphere and concept are very strong. With clearer tutorials, tighter explanation of the redaction decision process, and improved text readability, this could become a really compelling experience. Especially impressive as a first game.
If you have time during the rating period, feel free to check out our game as well. We’d love to exchange feedback.
Wake Up Jeff has a fun and lighthearted premise. The idea of Jeff falling asleep at work and dreaming up strange places fits the theme nicely, and the music does a great job setting a playful tone without becoming distracting.
I did run into a bug early on where I fell into a hole, the screen went black, and then the timer began counting up. I wasn’t able to recover from that state and had to restart the game. Just flagging that in case you're tracking issues.

One thing I found challenging was the onboarding. The game begins immediately in a fairly skill-intensive 3D platforming section. A short cutscene or even a quick visual moment showing Jeff falling asleep at work would help ground the premise before jumping into high-precision gameplay.
Difficulty-wise, the first area felt fairly demanding. I personally wasn’t able to get past the first checkpoint. A slightly gentler early ramp or clearer feedback on movement timing might help more players settle into the controls before the challenge increases.
Overall, there’s a solid foundation here, especially for a solo jam project. With a bit more onboarding and polish, this could be a really strong dream-platformer experience.
Nice work getting it completed in a week.
If you have time during the rating period, feel free to check out our game as well. We’re always happy to exchange feedback.
Moments Together has a really thoughtful premise. The idea that a home can feel strange after losing someone you love is a powerful and fitting interpretation of the theme.
The itch.io page is nicely presented, and the aesthetic feels unique and personal. There’s a sincerity in the concept that comes through clearly.
I especially like the idea of having two different endings determined by how long you spend with certain memories. That’s a subtle mechanic and a creative way to avoid obvious branching choices.
A few thoughts from my playthrough:
I found myself wishing there was a section after Sally is gone where the gameplay shifts more dramatically. A moment of emptiness, silence, or altered interaction could really amplify the emotional impact.
Voice acting could elevate the experience significantly. Even minimal narration would deepen immersion. Similarly, having a visible character mesh for Sally might help players connect with her presence before she’s gone.
Gameplay-wise, the loop currently revolves mostly around moving between rooms and interacting with memories. Expanding that into more varied mechanics could strengthen engagement and give the emotional beats more weight.
I also encountered a bug where, after tabbing out during dialogue, I lost the ability to turn and could only move forward/back/sideways. Just flagging that in case you’re tracking issues.
Overall, this feels like a strong concept with emotional depth. With expanded gameplay systems and polish, it could grow into something really impactful.
Great work, especially as a solo project.
If you have time during the rating period, feel free to check out our game as well. We’d love to hear your thoughts.
Viktor’s Dream has a fun and surreal premise. Exploring strange places within someone’s dream is a very natural fit for the Strange Places theme.
The nostalgic snake mini-game was a highlight for me. It immediately brought back TI-85 calculator memories and added personality to the experience. That little touch gave the game some charm.
I did find myself unsure of the main objective. The idea of needing to be on time for an 8:00 am shift is introduced, but I wasn’t always clear on what specific actions I needed to take to progress toward that goal. A clearer task prompt or small objective tracker could help guide players without reducing the dreamlike atmosphere.
I also ran into a collision issue with the computer desk mesh, where I was able to walk through it. That may just be a small oversight, but tightening up colliders would improve polish and immersion.
Overall, there are some creative ideas here, especially as a solo project. With clearer direction and a bit more environmental polish, this could become a very cohesive and engaging dream experience.
Nice work getting it done in a week.
If you have time during the rating period, feel free to check out our game as well. We’re always happy to exchange feedback.
Thank you for taking the time to play and for sharing honest feedback. We genuinely appreciate it.
You’re absolutely right that the “unlock without waiting” path isn’t immediately obvious to everyone. There is a weight-based solution in the first room, but we’ve heard from a few players that the hints weren’t as clear as we hoped. That’s really helpful insight for us.
The bugs are unfortunately on us. We pushed scope pretty hard for a one-week project, and some edge cases slipped through. We’re definitely taking notes for post-jam polish.
As for the character style, that was a deliberate choice. We experimented with lower-poly figures early on, but they didn’t carry the emotional nuance we were aiming for. Since the tone relies heavily on subtle expressions and voice acting, we decided to lean into more detailed models to support that atmosphere. Totally fair if that aesthetic doesn’t resonate with everyone though.
The pacing feedback is also valid. We intentionally leaned into discomfort and slowness, but we understand that it won’t click for every player.
Thank you again for giving it a shot and for keeping it constructive.
Thank you so much for sticking it out and making it to the end!
We definitely knew we were testing patience a little, so hearing that you felt that waiting-room accuracy means we did something right. That balance between “this is boring” and “this is unsettling” was something we tried really hard to sit in.
And the Black Mirror comparison is such a huge compliment. That eerie, slightly procedural dread was absolutely an inspiration.
Really appreciate you playing and pushing through to the ending.
Thanks again!
Thank you so much for this.
I really appreciate you picking up on that “normal but dangerous” feeling. That subtle tension is exactly what we were aiming for, so hearing that it came through means a lot.
Totally fair about the puzzles, especially when you’re playing late or tired. Some of the later sections lean more on observation and environmental shifts rather than traditional puzzle logic, and that balance is tricky to tune.
And thank you for the level design compliment. We put a lot of thought into how the rooms evolve and how each space feels slightly different from the last.
Really appreciate you playing.
First of all, congratulations on your first game and your first jam entry. That’s a huge step, and finishing something in a week is an achievement on its own.
The artwork is very cute, and the cutscenes are nicely presented. There’s a clear emotional direction in the concept of waking up as an angel after an accident and feeling compelled to help someone. That premise has a lot of potential.
One small environmental note: the opening scene on the bloody road sets a strong tone, but because much of the surrounding area is cut into blackness, the transition to the playground felt a bit disconnected. Expanding the playable space around the accident scene might help ground the story more clearly.
The core loop is simple: dialogue, find a toy, return it, trigger a cutscene. It works structurally, but in future projects you could build more meaningful interaction around that goal. Even small additions like light puzzle elements, movement abilities tied to being an angel, or environmental storytelling could deepen the experience.
For a first game, this is a solid start. You’ve already shown you can structure a narrative, implement cutscenes, and ship a complete project. That’s something to be proud of.
Keep going.
Stranger Pages has such a charming and unique visual identity. The sketched pencil-drawing aesthetic really stands out and makes the whole experience feel cohesive and playful. It fits the “collegeblock doodle” concept perfectly.
The gameplay loop is surprisingly strategic. I really enjoyed the tension of navigating around moving enemies and planning dashes carefully. It felt fair and skill-based rather than random.
The tutorial was especially well done. It was simple, clear, and quick without being overly wordy. That kind of onboarding is harder than it looks, and you nailed it.
I also appreciated that death didn’t force a full restart. That design choice kept the momentum going and made the experience feel rewarding instead of punishing.
The premise of being a slice of toast escaping strange notebook pages is delightfully absurd in the best way.
Great work, especially as a solo dev.
Thank you so much for this. It really means a lot.
Hearing that it felt ambitious for a 1-week jam is honestly one of the best compliments we could get. We definitely pushed ourselves on scope, especially with the character models and voice acting, so it’s incredibly validating that those landed for you.
I love that you were playing with the light switch 'like a cat', that’s exactly the kind of curiosity we hoped players would bring into the space. And yes… there was some Lumen appreciation happening in there.
Thanks for being patient with the bin bug and for giving it another run. We really appreciate that.
Your note about the second room taking a bit longer to parse is helpful too. That balance between mystery and clarity is something we’re still learning how to tune.
And hearing that the voice acting and ambient sound detail stood out to you is huge. We put a lot of care into making the space feel inhabited rather than empty.
Thanks again for taking the time to write this. It genuinely means a lot to us.
Strange Lands of Light has a very clear and readable core concept. The idea of starting in darkness, pursued by strange creatures, and then transforming the world by lighting beacons is a strong and simple interpretation of the Strange Places theme.
I liked the visual contrast between night and dawn. Watching the land shift as light spreads is satisfying and makes the objective feel meaningful.
A couple of notes from my playthrough:
The keyboard controls felt a bit awkward due to their placement. The arrow keys and space bar combination made movement and interaction slightly uncomfortable, especially during moments where I needed to react quickly. Remapping options or using a tighter key cluster might improve the feel significantly.
I also found myself wanting a bit more narrative context. A short intro or a few lines explaining who the player is and why they’re lighting the beacons would help ground the experience emotionally.
Gameplay-wise, the loop gave me a Pac-Man energy, but with a fantasy aesthetic layered on top. That chase dynamic works, though additional variation or escalation could make it even more engaging.
Overall, it’s a clean and focused entry with a strong visual concept. Nice job getting it together solo in a week.
I FEEL GREEN has a fantastic itch.io presentation. The page sets expectations clearly and matches the tone of the game really well.
The experience itself is genuinely unsettling without leaning too heavily on common horror tropes. The visual style feels deliberate and controlled, and the atmosphere is strong from beginning to end. The sound design especially stands out, it’s eerie and immersive without being overwhelming.
I also appreciated how each level felt distinct. The transitions between them made the experience feel segmented in an intentional way, and the control prompts at the beginning of each section were helpful without breaking immersion.
Mechanically, things are very simple... almost intentionally minimal. At times I found myself wanting just a little more interaction or friction, but I understand that the focus here was mood and psychological unease rather than complex gameplay systems.
Overall, this is a confident and cohesive experimental horror piece. Great work stepping outside your comfort zone, it paid off.
Thank you so much for playing!
We’re really glad you enjoyed exploring and clicking on everything. That curiosity is exactly what we were hoping for.
And oh no... the eternal trash can hold. That one definitely wasn’t meant to become a permanent life commitment. Unfortunately we’re past the bug-fix window now, but it’s officially logged for post-jam updates.
Thanks again for giving it a try and for the kind words!








