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MR.GoodJoy

15
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A member registered May 14, 2025 · View creator page →

Creator of

Recent community posts

look like Tamagotchi so cute !!

From Coder : Doesn't exactly run well, but the lighting is quite good, a pretty good game

From Coder : The tank controls are an interesting choice, but a welcome one!

The map slowly changing as the story progresses is quite well done.

The aesthetics are also solid.

แปล : เกมดี

From Coder : The gameplay is among the best in this jam. Honestly can't fathom how something like this goes unnoticed.

The particle effects are really well done.

I also really like how the camera works.

Adding a boss at the end is just flex🔥 

Great Game!

From Coder : The hilarity of seeing a dancing knuckles and a t-posing clown outweighs the horror💀 

This is meant to be a meme submission, but still, I like the way the doors open and it's decent for a game jam.

From Coder : A pretty good gameplay loop.

I can see the fnaf inspiration.

Could use more audio, but other than that, It's solid.

From Coder : How on earth was this even made in seven days?! the best visuals i've seen.

Props to the sound designer as well

This so cool I like the game play

From Coder : I really liked going around and figuring out what each symbol means. It's quite simple but works with the atmosphere.

(1 edit)

From coder : Great Atmosphere. Though, sonar should be more punishing to use andit should be darker when the light is off 

otherwise, pretty good

From our Coder : Cool game. Figuring out what the customers want is a surprisingly good gameplay loop!

Thanks for comment of bug , and game play !

About Bug

If your computer isn’t normal scale this game will bug

( Coder in our team say he might didn’t fix this bug , so we apologize for that )

Code from Coder

Also, here's some code for enemy line of sight that detects players and makes it a boolean


using UnityEngine;


public class LineOfSight : MonoBehaviour


{


    public float viewRadius;


    public float viewAngle;


    public LayerMask obstacleMask;


    public bool canSeePlayer;


    private GameObject playerObject;


    private Transform player;


    private Hiding playerhide;


    void Start()


    {


        playerObject = GameObject.FindGameObjectWithTag("Player");


        playerhide = playerObject.GetComponent<Hiding>();


        player = playerObject.transform;


    }


    void Update()


    {


        DetectPlayer();


    }


    void DetectPlayer()


    {


        canSeePlayer = false;


        if (player != null)


        {


            Vector3 dirToPlayer = (player.position - transform.position).normalized;


            float distToPlayer = Vector3.Distance(transform.position, player.position);


            if (distToPlayer < viewRadius)


            {


                float angleBetween = Vector3.Angle(transform.up, dirToPlayer);


                if (angleBetween < viewAngle / 2f)


                {


                    if (!Physics2D.Raycast(transform.position, dirToPlayer, distToPlayer, obstacleMask))


                    {


                        if (!playerhide.hiding)


                        {


                            canSeePlayer = true;


                        }


                    }


                }


            }


        }


    }


    void OnDrawGizmos()


    {


        Gizmos.color = Color.yellow;


        Gizmos.DrawWireSphere(transform.position, viewRadius);


        Vector3 rightBoundary = DirFromAngle(viewAngle / 2f, false);


        Vector3 leftBoundary = DirFromAngle(-viewAngle / 2f, false);


        Gizmos.color = Color.blue;


        Gizmos.DrawLine(transform.position, transform.position + rightBoundary * viewRadius);


        Gizmos.DrawLine(transform.position, transform.position + leftBoundary * viewRadius);


        if (Application.isPlaying && canSeePlayer)


        {


            Gizmos.color = Color.red;


            Gizmos.DrawLine(transform.position, player.position);


        }


    }


    Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal)


    {


        if (!angleIsGlobal)


            angleInDegrees += transform.eulerAngles.z;


        angleInDegrees += 90f;


        return new Vector3(Mathf.Cos(angleInDegrees * Mathf.Deg2Rad), Mathf.Sin(angleInDegrees * Mathf.Deg2Rad), 0);


    }


}

SO FUN YAYYYYYYYYYYYYYYYYYY

Thanks for every loading