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NeatNeet

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A member registered Dec 10, 2018 · View creator page →

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Helicopter shall be a 6-phase bossfight where the game turns into dark souls for 30 minutes.

Thank you! I put a lot of effort into the assets and am really glad you liked them. We’re definitely planning to polish things up and add more voice lines to better guide players.

TYSM!

Thank you so much! Gonna go check out your playthrough on FB right away!

Haha, yeah.

Thanks for your input. During playtesting, the view change navigation was quite polarizing. We're still thinking of ways to make it better or clear.

Another exceptional game from this jam. It felt extremely polished. A good classic low-poly indie horror walking sim experience. I was initially worried, as 25 floors sounded like a lot, but creative room ideas and clever writing kept me intrigued. Some rooms genuinely caught me off guard and made me nod from how cool they were.

Spoilers below, but felt necessary to mention for a critique.
I'm not sure if all the floors are random. If they are, and the hazardous falling room was encountered for the first time rather high up, that could be tilting IMO. Also, not even a critique. When it was simply an elevator connecting to another elevator, that was absolute cinema.

The control scheme was certainly interesting. Probably one of the few games where it can function better with a touchpad. I understand that trial and error was the essence; however, there seems to be too little incentive to do so currently. Without some kind of goal or story, a scoring system would've definitely helped.

Easily the most dopaminergic and arcadey game I've played from this jam so far. I think it ticks all the right boxes for a nice horror jam game. Using the monitor buttons for UI was a bit confusing at first, but stylistic once you got to it. I remember when talking to your team during the party, you guys mentioned using the monsters outside the window to break the flow of the game. That's a smart choice to vary everything up.

Amazing art! I love the kid's face and how done he seemed with the world. All the other characters were also funny in their own way, didn't feel like there was a single boring asset in this one. Critiques would be sound effects to bolster player inputs and events. (Though the music choice I thought was perfect for the game.)

I'm usually not moved or disturbed easily. This game, however, made me feel a weight on my chest and uneasy throughout. Your experience with film and writing truly shone in the aspect where I've experienced some similar abstract storytelling media, but the pacing of this was perfect. It left no room for excess scenes, purely intrigue.

I also commend the sound design as an aspiring sound designer myself. My favorite has got to be one during the looping hallway scene. I also loved the Silent Hill-esque poem style hint there. Some scenes contained screams, which I think it was you screaming; they were haunting. You did a great job with the delivery.

Visuals were perfect. I thought many moments were clever, and you were very creative in the simplicity, which must've been a necessity given the one-week time limitation. Would love to know how you got the high contrast, grainy look.

Overall, my current favorite from this jam, with 2 minor critiques.

1. It was still readable, but a textbox would've helped more when it's white on white.

2. Having a bit of a hard time understanding what you meant by "Sign inside your head" for theme correlation. Do you mean "sign" as in symptoms? As to how, when the voices come, they're usually signs of bad things?

I love trinkets, so I really appreciated the mini posters you were handing out. I look forward to more of your work in the future. This game had an emotional impact even more than I expected it to. I intentionally tried to zone out during your presentation at the afterparty to experience the story in a quiet environment. Worth.

Oh wow, thank you so much! Super glad to hear that, as we both don't have much experience in game design.

Ayyy, thank you!

One of my favorites! Although my dumb brain kept getting lost and couldn't beat it omgggggggg-

Definitely the BEST usage of "Cute Dangerous" I've seen so far. A robust and still unique idea with great art style. Amazing for a jam game, no doubt about it. I thought it was going to be a goofy game with the music in the first room, but boy, I was wrong when I walked out. Loved the way the atmosphere and the edge of my vision signal horror and danger.

DUDE HOW THE WOT- This doesn't feel like it was made in a week dude, holy...

Got such a rush beating it, the monster amount felt overwhelming at times, but the regeneration from the shrines provided ample resources. My only small comment is how you can reload the gun when it's still full, but that's it. I'm extremely curious as to how you made or where you got the visual assets from? If you modeled the stuff like the building and monsters in the same week, I swear you aren't human, haha!

And even the gameplay itself felt amazing. I love the decision that you can run while praying, but not while shooting. Shooting the monsters throws them back. Sound design was satisfying. The atmosphere was top-notch as well.


PS if you had named the game "The Last Whiskers" it would be funni as a cat pun

"J" was a bit random for an interaction button, but I understand you wanted to use another hand on the keyboard instead of moving your fingers. :DDD

I liked it overall.  I loved that there's a MEOW button when there's nothing to interact with. Technically, the players can simply follow the hand and spam J until they win, but this is more of a narrative-focused game anyway, I think. The jumpscares definitely need more oompf, especially when they are the classic SCARY IMAGE ON SCREEN BOOM, gotta make the player jump!

Still cool though, my fav was the visuals. The cat was cute, and the environment was great-looking and cohesive. (I assumed you drew the environment yourself. That's bold for the amount of time we got, haha!)

Hmm, I really loved the first section. It set up a good atmosphere and premise. But the game got laggy (could be with my browser, I'm not sure) and also confusing after that, so I wasn't too sure on what to do. Couldn't interact with the many buttons that pop up when I examine the doors.

I'm not sure if this is how this works (I suck at programming lel), but did you intend for this to be a web build? I saw the file is .html and I had to open it with a browser. If so, just letting you know it's currently download only. Itch isn't showing a web build on the game's page.

I like the idea. If developed further, I think the bus is interesting for an anomaly game as a choice to stay or go. The fact that there can be anomalies both inside and outside is unique. Although I feel that having some sort of "goal" for the player to see is integral to these games so the player knows how close they are to finishing it.

Thanks, I can't think of a way to hint further without straight up telling so I'll just tell ya haha hope you don't mind.

SPOILERS:

The one you're missing is the true ritual ending, where you also use your blood to draw the pentagram in addition to doing the main ritual. The hint is a little cheeky. In document 2, it says you must find the vision of the creator. If you look closely at the picture beside the drawer, you'll see it is a highly distorted face. It's the face of the game's programmer, WinTH03 LMAO. Interact with the picture after you've done the main ritual, and you'll be able to obtain a knife to use at the board.

If I misunderstood and you've already got the blood ritual ending, simply enter the red door without using the knife.

Thank you for playing! I’m glad you liked my ASMR debut haha.

noice

Would be interesting to see where the story goes from here. I could only find 1 ending, are there any others?

A comment would be to check the dialogue's grammar as that's extremely important for immersion in VNs. Honestly, AI's great for this as long as you proofread.

So when designing side scrolling platformers, you'd want to avoid leap of faiths as much as possible. (Jumping down without seeing where you're going to.) The camera being rather close to the character made the issue more prominent.

Ow man I suck really bad at running from monsters while finding items kind of games. Managed to beat it though! Overall pretty good. I was playing on the web build, if the lag when putting down the detector can be dealt with that would make the experience smoother.

Guys, I could be wrong. I'm not sure if this is correct but... This feels similar to FNAF, I'm not too sure though.

On a serious note, a solid linear experience. I feel the story beats could be accentuated more whether by visuals or sound for a more impactful delivery. Perhaps making the textures to not reflect light/crank the roughness to max would help this graphic style.

An interesting gameplay loop, forcing you to sign for ammunition is... a bold move from the military indeed...

I found a bug where if I got shot while the contract's movement animation is playing, it'll just be freeze in place lolol.

Pretty solid, I love the witch character! I feel the implementation of "DECODING" was a bit off as the controls presented are still the usual video game control schemes.

Hey... That's pretty good.

Cool art and music like the previous comment said. Although, without robust syncing to the music, I feel like it's less satisfying to hit the notes. I still smacked them to oblivion though.

Most romantic dating sim I've ever played.

Ahh man, sad it can't get past the first contract haha! We had similar ideas for this jam, would love to see your interpretation story-wise.

I love John Safety, man. I trust him with the health of my PC.

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I uhhh drove off a cliff on the straight grass road with rocks on the sides. 10 outta 10.

I honestly didn't feel like the other tanks were threatening at all? Although, I might be missin' something. I loved the camera placements though. Some really solid/cinematic angles even with the simpler style environments.

It's a nice and simple one. Honestly the flashbacks were a bit hard to process as I was so focused on typing the arrows haha.

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Thanks a ton for playing!

Tysm man! Glad you enjoyed it! I made it for puzzle nerds especially haha.

WAIT HANG ON DUDE WHAT!? That's insane for a week's time! It's was so cool, dude, loved the aesthetics. Throwing lights around to see was awesome. And the story in that house was intriguing. Insane work, such a good game. Felt extremely polished also, legit wants to play the rest.

Glad to know my brake is still working. GOTY in the "Best Bicycle Handling and Bicycle Sound Design" category.

(I don't know how to get home after buying the fruits help lmao)