Thanks, will do!
OffByTwoDev
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Hi! I've just uploaded a desktop macOS version of the game. The desktop versions look to have much better performance and less stuttering.
If you'd like to give that a go, you can download it from the game page.
Once you've downloaded it, the instructions here will tell you what to do (since its just a jam game, I haven't signed or notarized the exe, so your mac will warn you about running it): https://docs.godotengine.org/en/latest/tutorials/export/running_on_macos.html#ap...
Thanks so much for checking out the game, and sorry for taking a while to upload a macOS version!
Hey there :) Sorry for taking a while to get back to you! I have just uploaded a macOS version of the game, so if you'd like to play you could give that a go. You can follow the instructions here once you've downloaded it: https://docs.godotengine.org/en/latest/tutorials/export/running_on_macos.html#app-is-signed-including-ad-hoc-signatures-but-not-notarized
I don't have a mac unfortunately so I haven't tested it, but generally the desktop builds do have much less stuttering than the web build.
I've also added controller support :)
Either way, thanks so much for checking out my game!
Hey! I'm really sorry it doesn't work on macos web. Once the jam is over, I'm going to upload some fixes, and I'll also upload a macOS version at the same time. Hopefully that works. If not, I'll dig deeper into what's happening at the start of that level to see if there's something else going on.
Thanks so much for playing, and I'll try to reply to this thread when I've pushed a macOS build
Thanks so much! I think in part the game feels short because there isn't much substance or detail to each level... maybe if I added in some more detailing and dialogue / puzzles to each room it would feel a little more alive and players would have more of a reason to look around? Then the game might feel longer. Or of course I could just add in more levels.
Thanks for the feedback :)
Hey! Thats great to hear that the eerie atmosphere & suspense worked!
I agree, the animation is not that great. I think it would be better being a stabby animation instead of a swiping down one. And I probably should've spent a little more time making it look nice.
The last level definitely needs some work too... maybe I could increase the enemies reach a little. Or just add in a simple jump for the enemies.
Thanks so much for playing :)
Wow!!!!! This game is so cool! The art style sorta gives me nostalgia for playing the henry stickmin games. I loved the levels, the animation and art were really really really impressive, and just overall really fun! All the achievements looked really well put together too. IMO this has definitely has potential if more levels were added!
I had a couple of bits of feedback:
- On the sunbathing level (or maybe the one before, I can't quite remember), succeeding the mission and then instantly shooting someone in the foreground shows "mission success" and then "mission failure" (but you still continue to the next level, so this isn't a massive bug)
- Maybe reveal the whole level design after completing a level and have a button or something to continue, so I can appreciate the cool art all at once :)
- The story was really really good, but I found it hard to read center aligned text whose lines wrap very often. Perhaps making the tablet be in landscape mode could help this
This is a really cool game :)
Wow, this seems super in depth with lots of possibilities. I like the story, and how when you die you instantly restart. The encounters seem varied and all the mechanics tie together nicely. There aren't too many things to keep track of, but the game still feels difficult and scary.
One thing is I had some graphical issues on firefox

I also don't think I saw a fullscreen option? Enabling the one itch provides would probably be fine; sometimes the textboxes were a little small for me.
Super cool game!
Hey, thanks for the feedback! Scanner Sombre looks really cool, I'm definitely gonna check it out!
As for preloading, I was using a bodged method by having a parent enemy controller which has the enemies as its children. On ready, it paused all its children, and then when I needed to activate them, the enemy controller would unpause its children. I'm now realising that this probably pauses the child nodes before any of there init or ready functions are called, meaning that these all run when I activate them, causing the lag. Or maybe its something else. Either way I should definitely use a different method next time!
If I do pursue the project more, I would probably make 1 small and detailed level, and try to come up with some more interesting puzzles using the camera (as I felt I didn't really do that with this demo).
Thanks once again :)
Hey! Here's the shader I used as a starting point: https://github.com/tufourn/Dither3D-Godot
I then modified this for the invisible objects by adding something like this:
void fragment
{
ALBEDO = [call function from Dither3D]
ALPHA = get_alpha_from_spotlight(world_pos)
}(where I got the world_pos using one of the methods from here)
My get_alpha_from_spotlight() function would be passed the position, angle, brightness etc of the most recent light that the camera had created (each time you take a picture, it just moves a spotlight to the player's position). It can then test for whether the vector (world_pos - spotlight_pos) is within the cone that the spotlight lights up, just using maths (testing against cos(spotlight_angle) etc, and using smoothsteps to make it look okay).
I had depth ordering issues, so I placed all the invisible objects on a higher render priority, so they always render first (which is a massive bodge, but it sortof held together for the room layouts I used).
I hope that makes sense, if you'd like any other details let me know and I can share my code / explain other bits.
As for controller support, I'm sorry I didn't add it in. I really should've, as it wouldn't have taken very long at all compared to other features. I'll add it to my template player controller script so I can use it for next time, thanks for pointing it out!
Thanks for playing :)
Hey, thanks so much for playing my game :)
The camera flash feature was so annoying to implement lol... everything ended up being a massive bodge but it all sortof somehow held together! I agree, I think its the coolest bit. In hindsight, making a simpler game that just focuses on that mechanic would've been a bit more fun to make probably.
Yeah I agree that the game design isn't that intuitive. That was actually the 1st level I made for the game, and then I added other rooms that felt like they should go before it. Then it was near the deadline and I was like "okay this doesn't really fit or make sense anymore, but I may as well throw it in somewhere". But I think a big learning point for me in this jam is that just because something works doesn't mean it has to be included; its okay to remove things if they don't fit into the bigger picture. The idea was that you picked up some springs on the table (that you were "repurposing" as jump boots) in order to gain the ability to jump.
And yeah with horror in general I like to aim for a more eerie / suspenseful vibe, I get scared very easily so I don't really like jumpscares. Once again thanks so much for the feedback!
This is an excellent game idea! Super fun to play. The music was excellent too!
A few comments:
- It seemed like the dash would go towards the mouse if there was no keyboard input, but go a keyboard direction if the player was moving. I found this a little unintuitive
- I think having a short invincibility cooldown after being hit (or making the hurtboxes/hitboxes slightly smaller) would make it more fun
This is super on theme, and a great demo!
Here's my highscore:

The gameplay idea was really good, and it felt like a whole game. I liked the menu options, and I think the game was a good difficulty :)
One thing is it feels a little random whether the ping pong balls go in or bounce out. I think if the throw speed was a little less, it might feel a bit more satisfying to line up your shots and have them bounce 3+ times before they go in. But thats just an idea.
I liked the sounds and the artstyle. It all fit together and felt cohesive. Obviously some more levels would be nice. I found the animations really cute, but also a little difficult to read where my hitbox would be. I also managed to get to -3 HP without dying. In conclusion this is a fun demo, and I think it fits the theme well! :)
Hey, cool game! I liked the sound effects a lot, and the animations. The overall idea was really cool! I think 1 improvement would be have at least some of the enemies on patrols; since they seem to move quite randomly it can be hard to strategise and sometimes I was waiting around. But overall a cool game!
This is a really cool idea :) The art style is amazing, the music is cute and making a whole battle system is super impressive!
Some things I thought could be improved were:
- It didn't work for me on firefox (I had to use chrome, but maybe an extension of mine was messing it up)
- The gameloop is quite slow
- The battle system could have some visuals to show whats happening, instead of just words (but ofc this is a gamejam and there wasn't much time, so I 100% understand)
Cool game!
Oh also, I think some of the sound effects for the damage / weapon hits got a little annoying near the end since there were a lot of them being played for most of the game. But it wasn't too bad. And the spikes felt easy to bypass by moving around them vertically on the map.
In my best run I managed to get to a distance of ~300. Thanks again for making this :)
This was a really good game, this one suits the theme really really well! The gameplay was fun and the overall mechanic was original.
Things I liked:
- Artstyle
- Overall gameplay
- Lots of varied upgrades
- Lots of enemies
- Difficulty scales well
Moving diagonally allowed me to skip past lots of the enemies. I think making the player faster whilst travelling on the central bit of road (or, equivalently, slower whilst on the grass) could help. Also a tiny point but in your achievements menu the glyph for the checkmark doesn't show up (I believe the godot editor fallbacks to your system font, and I think the itch browser doesn't do that, so all the glyphs you use need to be in the font you use or the manual fallbacks you define. Maybe I'm wrong though, I'd double check)
This was really really really fun to play and I think its super original!
Hey, thanks for the feedback :) I 100% agree with you. I think the combat is quite lacklustre and doesn't really make much sense. The 2nd to last level (the one with the springs) is also quite bad and isn't that intuitive (or in keeping with the idea of a hotel). In retrospect, removing the combat and just having this be a game about revealing things with the camera might've been a better option.
Once again thanks for playing :)
This was a cool tower defense game! Here's my final screen:
Here's what I liked:
- Overall gameplay was fun (maybe a little easy)
- Stats screen at the end
- Menu had lots of useful options like game speed
- Music
- Artstyle and assets
- Able to play multiple different playstyles
I think adding some more sound effects e.g. to the menus could help. Also I think the number of resources was a little overwhelming to keep track of. Maybe having them unlock as you play through the levels could help fix this
Super fun! I found it a little frustrating at first, but managed to get used to it. I liked level 2. The music is cool too!
I think part of the clunkiness is that the grappling hook is a spring, which means it doesnt swing or let you gain much height (it instead tends to dampen your motion). But IMO this is actually okay, it just means its more difficult. It almost feels like jump king or something I'd watch a streamer play, where the aim is to get as far as possible before messing up.
Overall I think its a pretty original idea! And I think it fits the theme well


