Good entry, appears simple but entertaining
marconathan
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Thank you so much for your kind words!
I’m really glad the clarity worked well for you.
You’re absolutely right about the outdoor areas feeling a bit empty. I originally wanted to add more detail there, but most of my time ended up going into creating the hand-drawn scenes, so I had to keep some parts simpler than I planned.
Regarding the dialogue sound, that’s a very fair point. I ran into some limitations while syncing it with the typing effect, and I didn’t have enough time, i implemented all sounds on last hour.
Thanks again for the thoughtful feedback, I really appreciate it!
And sure, I’d be happy to check out and rate your game as well 🙂
Thank you so much for your detailed review — I really appreciate the time you took to write it.
Honestly, my initial plan was to build the game in 3D, but it quickly became very difficult to create consistent designs across all locations and keep them accurate to the same time period and same country. Because of that, I had to switch to a 2D approach.
With AI tools not allowed, I ended up drawing everything by hand — which, as you noticed, is not my strongest skill. I used pencil sketches, and it took me around three days just to create the main scenes (police station, Raya and Sakina’s house, and the jewelry shop). After that, I ran into another issue: scanning the drawings didn’t preserve the look I wanted, so I spent an extra day trying to improve one screen in Photoshop.
Eventually, I switched to taking photos of the drawings with my phone to better capture the colors. In total, that process cost me around six days of development time, and the final result reflects both my limitations in drawing and the compromises of photographing the artwork — which definitely affected the overall visual quality of the game.
As for the story, I completely agree with you — it’s a very rich and intense case, and I originally hoped to make the experience more interactive and engaging, but time constraints made that difficult.
Thank you again for your feedback — I really appreciate it. It also gave me the chance to explain what happened during development and why the game turned out the way it did.
The game wasn’t meant to be horror in the traditional sense — I was going more for a grounded, investigative tone rather than jump scares.
As for the art… yeah, that’s on me. I’m not an animation artist, and since AI-generated content wasn’t allowed, I figured I’d just show my raw “developer art skills” to the world 😅
Appreciate you trying it out!
Hello, I am seeking guidance on the correct procedure for reporting a jam where there is clear technical evidence of rating manipulation.
I recently participated in a sponsored jam where I discovered:
Multiple accounts created within the same 24-hour window from the same region targeting specific entries.
Duplicate Entry Proof: Technical metadata (Android Manifests and app.info) confirms that the winning entry and several other submissions share the same developer package name, suggesting one person used multiple accounts to influence the results.
I contacted the organizers privately, but they stated they "do not have the resources" to verify technical data and only see the final scores. Since the jam community page is now disabled, I cannot raise this concern there.
My question is: Does itch.io staff investigate technical proof of rating manipulation (package names/metadata) if the jam organizers refuse to do so? I have all the files, screenshots, and metadata logs ready to provide to the site admins.
I want to ensure the platform remains fair for developers who follow all technical requirements. Thank you!
Overall, it’s well balanced between minimalism and attraction. I really liked the art, music, and controls. The only thing that felt difficult for me was jumping over enemies, since the jump power doesn’t show until release. I think this would become easier with more playtime, and it also fits the game’s name—it really feels like a jump challenge. Great work!













