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Lazyanttu

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A member registered Apr 30, 2022 · View creator page →

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Enter the world of deduction horror!

Threat: The Unknown Enemy is live! A turn-based deduction game where you investigate supernatural threats by managing field teams, analyzing intelligence reports, and identifying horrors through behavioral clues. Features three scenarios with varying difficulty, plus achievements and replayability. Gather clues, interview people, narrow down possibilities, and deploy the correct countermeasures.

Ready to face the unknown?

Play here on browser for free: https://lazyanttu.itch.io/threat-the-unknown-enemy

This was the game made during SoloDevelopment 72-hour Jam #9: Halloween.

I decided to continue the project, add polish, and new scenarios. It can be found here (free and also runs on a browser): https://lazyanttu.itch.io/threat-the-unknown-enemy

This was the game made during SoloDevelopment 72-hour Jam #9: Halloween.

I decided to continue the project, add polish and new scenarios. It can be found here (free and also runs on browser): https://lazyanttu.itch.io/threat-the-unknown-enemy

The project was made in 52 minutes. However, after I uploaded it to itch.io, there was a problem with the loading, as I had used absolute paths instead of relative ones, so I had to fix that and re-upload. That fix was ~30 minutes after the development time. I hope this fix does not disqualify me from the 1-hour limit ^^ (technically I had locally working version within the time frame)

The feedback on shooting and destroying was nice polish!

Also nice use of shaders. I would add a small hit flash.

I won the game really fast, but I didn't really know what I was supposed to do.

A short info on the project page, etc., could help a lot to understand what I am supposed to do and how to win.

Nice entry! My clear time was 9 minutes 55 seconds, and I got caught 9 times.

This game was very action puzzle-like, and fit the in-disguise theme well.

Fun idea, and the disguising inside stuff is on-theme.

However, at the second level, I couldn't press the button, so I couldn't progress further.

Thanks!

I just added a looping music track, fixed a bug, and added a clock that serves no game mechanic function but shows how many actions it takes to complete the game.

Very cool idea on the black/white as a practical theme.

I'm not that good at platformers, so I couldn't finish the game after getting spiked too many times :D

Nice idea about keeping balance: once you hit the wrong, you can heal yourself by going the other way.

One little thing is that the game could have hinted at how to win earlier; it is usually a bit of a bad idea to leave that vague. I was almost giving up, thinking it was "endless," before I saw the "solution ghost type." You could have had more ghost sizes and have the last one finally bring balance, etc.

Fits the theme well!

I liked the theme, and many of us might have childhood memories of sneaking some time for the night  (for me, it was a book and a lamp).

Unfortunately, I don't like jump scares at all, so I couldn't play it much, but I recognize that the game executes the theme well and doesn't let my personal preference affect the rating.

Good job!

I liked the theme, and many of us might have childhood memories of sneaking some time for the night  (for me, it was a book and a lamp).

Unfortunately, I don't like jump scares at all, so I couldn't play it much, but I recognize that the game executes the theme well and doesn't let my personal preference affect the rating.

Good job!

Thanks for playing!

Which one did you get? 

The audio works very well! It was sometimes challenging to note what was happening or what was running out. The garlic had a clear contrast, but some of the others were harder to distinguish.

I liked the game's overall vibe! Thanks also for the stream.

Really unique take on the theme, this was perhaps the most "on the theme" game I have tried so far.

Great job! Managed to escape, I think, the ending flashed so quickly.

Great theme interpretation of shadow/light. The mutating texts were just a good touch of little creepiness.

Little fiddly sometimes.

That shrinking mechanic felt unique! Nice job —the game looked good with its minimalist drawn graphics.

Thanks for the feedback. I was a little worried that the game might be too difficult, heavy, or hard to get into for a jam game scope. It actually needed to present a lot to work.

What aspects of the UI did you like?

Thanks for playing & the feedback!

What features/content do you think a full game would need?

Thanks for playing, and thanks for the feedback!

In which direction do you think this could be developed further?

Thanks for the feedback. Now that you said it, it's so obvious it should have had a note-taking feature. I would have had even time to implement it.

Thanks for playing my game!

Escape time just under a minute ^^

The idea was interesting, but it was a bit unclear what the bars were.

I liked the soundtrack and this more abstract category, but the flashing eye was quite irritating. Fun to see quite a different style!

Got to 34! The run started with 5 subsequent shapeshifters :D

Nice game, had strong SCP vibes. The theme was nicely adopted into black on white technical scan display.

I liked the theme and atmosphere of the entry! That you had to judge the bodies was visceral, but fitting.

However, the UI got somewhat in the way, and it was difficult to read the panel through the tutorial UI. Also, it was a bit confusing why I died, and what was the point of the boy?

I liked the environmental storytelling, it left more questions, which was great!

Nice smooth animations on the number puzzle!

I liked that the black-and-white became colored after solving the puzzle. The animations were smooth, and the tutorial images were of professional quality. Overall, the polish and quality were nice for a jam game.

Very impressive for 3 days' work! I played it through, the specific animation was a pleasant surprise. Also, the graphic style is very well done! And honesty within options :D

Very nice interpretation of the theme! Most of the situations were very grey, where clearly some punishment would be necessary, but not a death sentence. This game reminded me of the We. The. Revolution.

I think some images were missing, or did you just run out of time?

I liked your game submission. It was solid, and the pacing was just on point. I exactly got all upgrades for the final level.

For one enemy type, it was a bit unclear if you could damage it or not. I could not figure it out, as it went a bit against the general coloring cues.

One thing that was a bit strange was that sometimes hitting a fish with the harpoon caused it to disappear and award money, while at other times it just launched the fish away. Couldn't figure out what the logic was in that. Also, the hitboxes were a bit janky.

Overall, very good theme and execution!