Thanks for the reply I will check out starc, it seems useful! Also the game you described with the scientist part could be very interesting but should also be tied together as to not feel like playing two games where players might develop a liking to one game and dread the other part! Still an idea with potential!
NonDescript Games
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What can I say except: outstanding! ManlyBadassHero palyed your game and featured it in his channel so that is like one of the best compliments an indie horror dev can get. Congratulations! The art, the sounds, the story, the vibes, the depression and horror... They are all spot on. My only critique is that the game escalates too fast towards the horror but it's understandable for a jam game. If you ever continue development I am sure you will carefully craft its pace and make a gem! Also yeah different types of fish is the way to go for a little more variety. Good job and best luck to you! I will follow where you go with this!
Very polished and stylistically strong. Even if I did not grasp the story as a whole I enjoyed the dark, broody writing. It gives off a deep state top secret protocol language vibe mixed with some conspiracy theory energy. Sometimes I wished it were a little more straight forward and that the game would have given me more information to work with so that I could piece together the overall narrative more easily, but that's just me I think others would love this type of no hand-holding writing. I'm interested in how you made the game in terms of engine and how you planned the writing and branching trees?
We also made a mainly text driven game but very different in essence, would love your feedback on it in terms of writing :D Anyway good job, very moody entry!
Something about the game just made me scared af right from the start, something about the empty house, my own footsteps and the creaky wood sounds of the house made me really uncomfortable. I think this feeling was elevated by me being an intruder in the place and seeing so many potential hiding spots haha so good job on creating such a creepy atmosphere. I wasn't sold right away about the character wanting to investigate right after hearing the answering machine message but that's okay.
I liked the idea of the manual door opening mechanic but sadly it was a bit janky, with some fixes this could be a great source of tension and scares. I like the environment even if it is slightly too big for my taste, sometimes less could be more but I get that the owner is rich and stuff. Good job on the game though! very well done!
This visual novel hooked me really bad and has portrayed the most unique take of a "parasite" in this jam for me. At first I thought "this is lacking gameplay" but it more than made up for it with the excellent writing, the interesting interactions and descriptions of events, of powerlessness, of depression. It started weird, got depressing, then dissociative and then optimistic and full of self-love. It was so good that I was just fine clicking myself from dialogue line to line until it presented me with a choice in the end, time passed so quickly I didnt even notice.
A critique I would have is that the choices are so far in the end that the story does not have time to wrap itself up adequately with each ending. It feels kind of rushed, especially with the second rotting ending. If the game presented the choices and then gave itself a little more time to end the story around the choices, that would have been great. The rot ending also feels like a 180° from what was said just right before as the player character seemed to be giving in to what the "parasite" was saying. But I'm also happy that both endings didn't portray themselves as the good and/or the bad ending.
Nevertheless this was a really thought provoking and emotional experience, as someone who, like many others, can kind of relate with the emotions displayed. Very well done!
I think visually the game is perfect, the parasite head characters with the bloody suits is a nice visual and a strong horror mascot imo. If the game gave a little more context to what is happening or why we are participating in such a game it would have been nice.
I'm gonna be honest and say that I didn't get any ending since I stopped playing at around human 12 or something. Which leads me to my main problem with the game: gambling is nice but it gets way better with some amount of agency, in these three games there is no way for me to plan, to interact on a deeper level or make any meaningful choice that could affect my fate. After some tries it just gets repetetive and I want to skip forward so bad, which works against the nice atmosphere you have built visually and with sounds. So game design wise there is some room for improvement. I think it needs more to be a "game" in that sense of the word instead of just a coin flip simulator.
If the characters gave some more context to the games and the story every few deaths it would at least soften the blow of dying on repeat and having to redo everything all based on luck. Maybe we are always the same human who gets reset after each "death" to breed a being capable of defying all probabilities or something. Anyway I still like the game visually and the sounds and the vibe it creates there is definetely potential.
I really enjoyed this game in terms of gameplay, I found the abilities cooldowns and rythms to be carefully designed to enable a nice game flow that is not too slow but also not too fast.
I like the enemy designs but would have wished for more variety like a third enemy type perhaps. But the enemies we have in the game are very good I especially like the base melee enemies as they are not just canon fodder all because of their movement. Their attacks send them forward and force you to turn to the side and adjust your aim, they do not just attack you from the front and stay there, this detail makes the replayability better imo, so very well done!
I found the intro to be nice and moody, since we walk a long time and get to experience the surroundings and vibe. But later on I would have wished for shorter corridors.
Sadly I think the parasite theme is just in the name only as characters talk about it. there could have been done more on that end but the gameplay more than makes up for that! Also one laste detail for me the protagonist voice sounds a little like justin roiland haha. Anyway good job on the game!
This game is overall very good, it has incredible pacing, it has good level design, a lot of levels, it has variety in obstacles, movement, and enemies. It has strong visuals and very unsettling sounds. It got a few scares out of me even after having died a few times to the bug enemies, sometimes they jumped me from the side and just scared me lol. The atmosphere is very unsettling and really feels alive. Sadly the moving textures gave me motion sickness at a few spots in the game, it would be nice to have the option to turn them off (if there was one I didnt find it). Apart from that very good game well done!
This game is sick (literally) I enjoyed it very much, its pacing is perfect, the escalation of symptoms and ways to cure and how cursed everything became. I'm asking myself whether there could have been done more with the examine function except getting the last clue to your diagnosis. I also would have loved more music or some creepy sound cues and while I think of it, the "this treatment helped" sound was a bit over the top, since the other feedback sounds are so nice and tame. Still very good game!
Sadly I was not able to pick up the cabbages with LMB, so I was stuck early on. I even reopened the game and found the B reset button but I was still not abdle to pick them up. So I guess I'm stuck? If there is a fix just answer to my comment and I will gladly try again! In the meantime I invite you to try out our game and leave feedback lol would mean a lot to us thanks!
I think this is the game that I saw that fits the theme of living environment most! The sound design is very good and unsettling, it sounds fleshy and the breathing sounds are also very fitting. I like how the environment reacts to you and your movement within it. I like how the walls move and sometimes move quickly when they spot you moving faster and how standing still helps you go undercover.
I found the addition of the holes to be redundant as we already have a floor obstacle, plus visually they are just a black circle so there could have been done more to make them seem like a flesh hole with some details. But overall the game is very good in its atmosphere and mood. Very strong! Sadly you are underrated I think because you don't have a web build which is quite important for visibility I think. but still you can be proud!
The art in this is really amazing! The panels were thought out and fitting to the atmosphere. It took me a while to understand that even when winning the teeth minigame you can lose because the person dies, we only want them to suffer. I see the outlines of more mechanics that were intended, like more items to torture? I guess due to time constraint, would have loved to see more! What more minigames did you have planned?
Good job on the game! The scope is incredible, as is the level design. you managed to craft some good levels with boss encounters, variety and even puzzles. I initially found it hard to find the buttons as they seemed very similar to the pulsing light bulbs. If the shape was a little different I guess that would have made it easier. The gory atmosphere mixed with the sometimes funny tone of dialogue and the sequence in the end made for a crazy, action packed and fun game, you can be proud.
I would have enjoyed to have more enemy variety but you can't have it all! Also I see DOOM in here :D
I find it respectable that you managed to have such good pacing in the game. You started small, introduced more elements and even had a boss fight at the end. Very good job! I found the latching mechanic to be very original and enjoyable with a lot of potential for more interaction, like connecting objects. The boss had some dead angles where, upon latching, it could not reach me with its attacks anymore, so maybe check all directions and see if the boss attack range fits? (I just guess that is how you intended it). Good job again!
Would be cool if the level design was laid out more in a way that you can't just progress to the end instantly without being guided through the rooms. Like if you had to find a note, then you get a key to the next room, kill the parasite etc. And definetely less base ammo and more ammo pickups (in those empty rooms for example).
I like the 100% keyboard controls, I could see a version of this where multiple steps of reloading a gun could be mapped on the keyboard. (for example: opening the gun: L, pulling out a bullet: O, putting it in: P etc.) then in panicking situations players would fumble and sweat
I feel like it would be cool if there was some narrative during the resuscitation (like the parasite talking to you / taunting you) and if the target-hitting gameplay was a little more fast-paced. The timer could be a lot faster and maybe not give you time back when scoring a point, making it way more punishing to miss. Also the moving target could become faster with each hit, making it less frustrating (it's quite slow atm) and also getting across that sense of urgency better / incentivizing you to get help from the parasite.
Overall a cool idea with potential for more levels & complexity, I could see this as the intro sequence with a lot more gameplay and narrative being introduced over time.
This game is pretty good and I think with a few additions or tweaks could be elevated even more. You probably all thought of these but I will write them here anyway in case you haven't. First of all a reload function, adds one new thing to do and you have to be mindful of your current ammo. Second have more light at the beginning and then strip it away to the current level you have in game for creep factor. Maybe the infected destroyed the fuseboxes. Overall very strong game good job, Sounds are also pretty solid.
This game spooked me with its good pacing and clever scares. The jumpscare sound is also very tame and not over the top. The dialogue with the notes about the rat gave it a dimension of depth and psychological horror. Sadly I wish the flashlight would reveal more of the environment! Overall good game!
Hey, will play your games soon! here is ours in the meantime:
https://itch.io/jam/scream-jam-2025/rate/3963567
thanks in advance :D
Just left a rating, enjoyed the game, it really made me feel something, dread... A rating from you would be greatly appreciated as well! :D
https://itch.io/jam/scream-jam-2025/rate/3963567
Just wow this is actually a lot of content for a jam, I'm impressed. I liked the story, it really made my guts feel bad, even though the game is so short I really feel for the player character and johanna. Very dreadful and surreal. Nice to see a similar system used like in fear and hunger, sadly a bit underutilised as there are no equipment you can loot or equip but that's okay, probably time constraints. The visuals and sound design is impressive, the visuals are the right amount of cute and disturbed as are the sounds. Generally very well done good job!
I had rated your game a few days ago. We would appreciate it if you could rate back :D Thanks
https://itch.io/jam/scream-jam-2025/rate/3963567
short and sad story, the game felt visually a little like those pop-up story books. The dialogue really brought out the feeling of dread and of feeling lost, the despair when the little bunny challenges what you are doing feels heartbreaking. Overall really good!
I would have wished though to hear more of a buildup when I press Q to listen and not jsut rustling and steps. You know like a tension buildup sound that accompanies the steps to make you dread what happens when it reaches its climax.


