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Mr_Dry

17
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A member registered Sep 28, 2025 · View creator page →

Creator of

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Hey, all of the intro is AI, I left a link to a guy who made it for me on a game's page. I believe he used SORA and some of my creenshots.

Yeah graphics-wise it could get better, didn't think of it being my first game, but next project I'll try to make it look bit more pretty.

Thanks for playing! Striking combo is always satisfying, glad you were able to pull it off

No hard feelings, critisism is always welcome. Speaking of bats, they only kill player if they are not carrying any bones, otherwise it's a bit like sonic and rings, you lose some of carried bones which you can pickup later. You could also jump on top to get rid of them (and get some extra bones).  Otherwise yeah, bumping into them is part of the challenge, I guess, sorry if you found it annoying.

Yeah sounds are on a quiet end, wanted to add sound settings at some point but rapidly ran out of time so I just leveled every sound to be somewhat on a same volume level. 

Thanks for playing and commenting! 

A solid tower defence. Overupgrading is a good and unexpected twist. Spooky vibes, nice sound (both music and fx). 

This might be too much nitpicking, but I wish game checked for soul count every frame and updated UI accordingly. For example if im wanna build a tower, I press the gravestone, if I hadn't enough souls to build at the moment it would stay locked untill I reopen same build menu.

Oh nice variaty of enemies. Also good job with animation and auto-targeting. Works like a charm

Solid game, 9/10

10/10 all acrosss the board. What a journey. Simplistic yet genious and atmospheric. Great stuff. Attention to details is amazing, even the menu screen and settings in a wire box. The only slight issue is optimization, but I guess it's a lot to ask from this quality of a game made on such short notice.  After all you even made graphics presets which is super nice for low-end setups <3

Well, that's definetely something. Good job on at least "finishing" and submitting it. It's actually has a pretty catchy gameplay loop of endless upgrades. For starteds, I wish background music would loop :D 

Jump sound effect is spot on, fits very well. Perhaps you should've gone with more minimalistic approach to graphics, less complicated forms to be able to animate them at least a little. 

Also one of the enemies landed on my head and I was unable to do anything to him :(

Keep on keeping on, the core of the game is there and it's fun!

Classic PS2 horror look is a really good choice for this halloween themed jam, you nailed it. 

Liked the roguelike concept, even letting player choose the room is pretty generous, made me feel like I was really building my own map. Secret-accessed wall storages were a pleasent surprise. As for gameloop I, myself, don't particularly enjoy a victim-driven playstyle, found it a little upsetting that you couldn't beat the mean guy. But Im pretty sure it's possible to crouch around him for as long as a whole game. Also the variaety of enemies/traps is nice, but a bit frustrating that every time player loses the game forces unskippable credits screen. Would prefer "restart" for a quick rematch. Overall a solid work, good spooky vibes 🎃

P.S: boy does the houseowner likes hammers. Shame can't use them to knock on an enemie's head once in a while :D

This is great. Think I loved fullly custom made ui the most. Game is adorable and well designed. There's a difficulty and player's abilities progression, which is hella impressive. A variety of enemies and attacks. Great stuff. 

The only issue I've had is low frame rates while playing web build. Other then that, yeah, pretty nice project you got there.

"Mine are goodthough" on a tutorial screen got me cracking up 😂😂

Yeah it was not intended as a rage game but ended up being one, I guess. Initially the design was to punish player for gathering too many bones in one go, but overall , yeah, should've invested more time into fine tuning movement :)

Thx for playing!

Hey, thank you for playing!

Controls are not most optimal yes :) Island on the 3rd level is supposed to be reachable by a straight jump from the ramp, sorry you couldn't get to it. There should be enough distance before ramp to accelerate, although I could imagine it's unreachable in case player is carrying too many bones since it makes it heavier. 

Really liked visual storytelling in a begining sequence.

Also room itself, seemengly having no door, is creepy, which really adds up to an atmosphere.


As for game itself movement is nice, good animations for both player and NPC. Couldn't see a realistic way to hold up more then 1 minute though. Shield animation is nice, I would suggest making the light coming form it light up a broader area and slow skeletons inside of it, so it's sees more use. Couldn't even get to a fireballs phase 😅


Minimap is also a nice touch. Solid work, 7/10

Loved it

Layered soundtrack from main menu and game works really well, good job on that.

Graphics settings is a really ncie touch. 

Very nice animation and sound design. Fighting is really fun, rolls, enemies breaking down in a ragdoll bones. Also the checkpoint system checks out, nice work.

Some minor thing, every pop up message character says "all out" as if you're out of brain power, even when message says that frenzy attack is improved. 

Best work I've seen so far this jam, 9/10

Solid work.

Really liked pixel art and animation. Amazing soundtrack as well. 

Unfortunately, One of features makes the game lag like hell, making it unplayable. There's this prolonged jump mechanic which causes fps to drop drastically :( 

Would like to give it another shot if it's fixed.

Music slaps. 

Nice idea, though hitboxes on ghosts are too big in my opinion. You should be able to touch them a little bit without registring hit. 

Playing with controller feels much nicer compared to keyboard and mouse.  Also I find out that using arrow keys changes camera angle to follow steering but A and D don't.  

Sound effects wouldn't hurt, some ghosts can howl every now and then. Also would recommend adding check to player's direction, I've tried turing around right at the beginning and just went off the stage)

Liked the aquarium sounds and player's tentacles! Becomes unplayable due to optimization problems really quick... Atmosphere is great, floating mechanic done really nice. Would like to see these tentacles interact with aquarium floor and walls, lay flat on them rather then clipping through.

Is there a windows build? Web build really lags for me