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Mizzlewick Studio

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A member registered Jul 27, 2025 · View creator page →

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I definitely dropped the ball with the UX of the text windows - lesson learned for next time! Thanks for playing!

I love tabletop rpg - so I am very influenced by them - I am proud of what I did in the short time but would have liked to have made more of the mystery!

There were a couple of entries I was really looking forward to and this was one of them - I love your artwork and I thought the concept was great - there was humour, something to do and the distinct pleasure of ejecting the crims into space... All to a jazzy little tune in the background. I also appreciated the little extra touches like being able to change the terminal wallpaper and music - and I loved the little helpful ghost who reminded me of a certain unhelpful paperclip... (well done for that wildcard!) 

The WASD weirded me out but then I double checked and it was arrow keys - that was a fun set of puzzles - I did have to reload when I switched a pillar around, died to the cannonball and ended up at the start but then the other cannonball kept killing me in the main corridor. But apart from that I had fun! Good Job!

I first took the scarecrow/pumpkin and it seemed very slow and I didn't know if I was supposed to be fighting or running (but I guess it's both :D) - and something kept flashing on the screen but didn't stay around long enough for me to read. On my second playthrough I took the ghost and that seemed more slick and because I wasn't spamming the left click the level up screen stuck around so I could see it - apparently the same button for attack also selects a level up - but if it does that while I'm fighting I don't get to choose as the attack button just chooses whatever is over it - so I would suggest disabling the attack whilst in the level up menu and having a button to say Ok when you've chosen the level up. On my third playthrough I selected the witch/bear thing and I'd worked it all out by then. hope this helps?

I went back and played again - reading through the recent replies I realise I should have taken a screenshot - but I forgot... sorry. 

But, I am so glad you persevered and were allowed to fix the critical bug - I think you did an excellent job... although I was getting a little peeved that the jelly things were interrupting my building... ;p

Thank you for your kind words… I would have liked to have done more but I did have to sleep some time! 🤣 but I agree that if there had been more time more puzzles and strategy would have been there! 

Thank you for playing! :D

Thanks - next time I will go with a less text heavy game :D

That was a lot of fun - thank you. I loved the art work and thought the bosses were hard - great job!

I enjoyed this little maze - nicely done! I would have loved to see your other plans for it - but good job!

That was a bit of fun - I wasn't sure what the win state was but had bought all the upgrades and couldn't find the ghost I finished at that point - I would have liked some reason to keep jumping out of the grass but there didn't seem any point when I could just run around picking up the corn and scaring while doing so. but I did enjoy doing that...

This was really well done - a nice take on the theme and quite a meditative experience for the most part - RESIST always....!!! the art was on point and, although I felt like the tape placement was a little high I managed. Thanks

I enjoyed pushing people out the door if they even looked like they were going to cough... I did badly the first time - but after that I gave it a good go! Loved the art style and the atmosphere was just bleak enough to capture the hospital aesthetic. Good job!

Well done on a scary trip to the museum - I felt you channelled weeping angels well... the first statue/mask made me jump. Loved the art work and atmosphere that you created.

Too hard for me - but I am not good at these type of games. I loved the art and the vibe... nice game!

I love the graphics - it was very tiny though and difficult to see the difference between the people I was interacting with so I was bashing everyone and if they didn't die I guessed they were friendly. Got quite far and appreciated being able to buy a shield. a little more healing would have been appreciated - but I had fun! Thanks.

I felt like this was a very calming experience which is not what I think a combat game should be - I like the aesthetic and the combat was fairly easy. Would have like some kind of UI so I could see stuff... but do understand that the bits your proud of aren't visible. I wish the jam had been a bit longer so that you could have implemented a little more for the UX side of things. But I did play for more than a few minutes which is good!

I think you should - apart from the fact that you have learned lots it would be a shame to consign it to a graveyard with so much untapped potential. It doesn't have to be your magnus opus or something you have to spend years on - learn how to implement and polish some of what you had planned and let us know (I certainly would like to play it) - I feel sorry that you haven't got that satisfaction of a playable game. (although it was playable - I built lots...)

Yes, it is worth it!!!

Ah, that makes sense and was a good way of prevented scope creep! Good choice.

I am not good at these type of games but I did give it a good shot (pun intended) - Initially  I was a bit confused about what you had to do as I shot the mob from spawn point but it didn't do anything so I thought it wasn't a mob then I saw the enter sign and thought oh, we haven't started yet, then the mob ganked me when I moved and I kept getting stuck in the door... .again, this is not my kind of game so I struggle more than most. I enjoyed that parts I played and I appreciated the artwork and the masks were cool. 

I could learn a thing or two from you - your less is more worked so well... I can't take credit for the music (I did credit them) - I definitely am going to look at making the text more readable overall and work on signalling when things happen too. thanks for the feedback and thanks for playing! 

Yeah, I forget sometimes that the old style text games are niche now...lol - but thanks for the props on the content etc. I found out that 9 days is no time at all and had to make some hard decisions and the UI was more basic (although I do have to add, as a beginner, I haven't really got the 'skillz' yet to do a much better job) ;p - thanks for playing!

Thank you for playing and your kind words. :)

Thank you for the feedback and the bug reporting - all noted... and I do agree with you, there were a lot of things that could have been more polishes with the text and buttons - if I do update it (currently thinking that I might leave it as it is so I can look back and see how my first game was) I'll definitely be addressing all the things. And thank you so much for playing the game - glad you got a WIN! :D

What a cool game - a good take on a rythm/simon says game - I would have appreciated a short countdown instead of immediately going into each 'set' but that is a small thing - I enjoyed it and the graphics were great!

I found it a little confusing at first but I got there - I enjoyed the gameplay and thought the graphics were good. Thanks

I enjoyed that - good job on your submission - the graphics were cute but a bit small for me. 

I liked your take on the theme - and taking pics was so relaxing. Thanks, good game!

I don't do well in these kind of games but I got as far as I could and I loved the graphics, atmosphere and music - the mask swapping  was interesting and I enjoyed the parts my awful playing let me see. Thanks.

Congrats on sealing the well! and thank you for playing it through!

Ah, yes - the miasma - my thinking is the opposite of yours... if the miasma is in a small space it makes it more concentrated and thus you need a better mask - over a wider area it is much more diluted so therefore not as deadly. But I see your viewpoint as well - perhaps I should have made it clearer in the text? Thanks for the feedback and playing the game!

I liked the use of the theme where you mask the walls with the ghost - I might have liked it if I could use the mouse but that is a small thing. I'm not great at platformers so didn't reach the end but I enjoyed the bit I played.

I am sorry for the walls of text. I know it's very niche nowadays... lol. Next jam I intend to do something less... wordy.... thank you for checking it out. 

I did want to put in more constraints but in the 9 days I had to simplify some things and that was one of them - given time I would have done that. So feedback taken and thank you! 

I just played yours and am blown away - so the fact that you thought mine was a 'good job' makes me feel all warm inside! I just hope that one day I can make a game in 9 days as good as Masks of Madness is! Thank you for taking the time to play mine.

As a fan of anything Cosmic Horror, I thank you for this - even though it was short (although how you managed all this in 9 days I cannot comprehend) I had a blast growing my very own cult so summon some kind of cthonic old one! From the graphics to the sound and the ease of the mechanics I can easily say it's my favourite so far!

I know what you mean about burn out - I know it's text heavy but I did want that when I started - would I do it the same after the jam? Probably not - and you say it would have been good with a narrator but I didn't even think of that - I now wish I had! Thanks for playing though.

Thanks for checking it out!