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Okayh

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A member registered Aug 08, 2025 · View creator page →

Creator of

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That's a valid criticism:

* The hint could be misunderstood - Something that I considered, but had to weigh being too easy vs. a challenge. There is also more than 1 "wooden hand" in the scene, making it confusing.

* Spamming clicks - One feature that I intended to implement was triggering a scare when you clicked on something that wasn't the hidden object. It is bugged and doesn't trigger correctly, allowing for spam clicks.

Yeah that's fair. It's easy to skip.

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* Solid game!

* Room was too cramped, even with no tail

* Audio levels were comfortable at full volume

* SFX was accurate

* Would be nice if there wasn't a tutorial every round

* Background audio still plays when sound is 0 Only when paused

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* Good tutorial. I misread and got the gnomes backwards, but that was a me problem

* Missing some feedback, such as gnomes taking damage

* Gameplay feels a little slow, but not quite boring. I didn't have a desire to keep playing, but that could be a me problem.

* Human sprites are rendering under gnomes, which helps the player not lose their gnomes, but also looks unnatural.

"you can't save them all...that part is very intentional. the fuel and lens are also intentional to force you to focus on maintenance/management"

Got it, that came across then. I considered it may have been intentional, but I didn't want to assume. If the only exploration was the ship logs, the game felt bigger by all the interactable objects. I thought "maybe I need to use those rusty tools" or "surely this hatch will open somehow". It didn't seem like I could do anything, though, because the maintenance took so long, and lasted very short.

* The levels felt unbalanced: Level 1 was too long, level 3 was too short

* LOTS of effects

* Ending was short and sudden

* Story was ok, tied the levels together a bit

* I did get spooked a couple times

* Polished

* Reloading takes way too long, like "I want to put this game down" long. If the reload was half as long, I'd have no feedback.

* I wanted to see how far I could get, but I'm on limited time. I'd keep playing if I had the time.

* Controls well

* Figured out the solution by accident

* More feedback would have been helpful. The 5 graves had decent feedback, but other places had no feedback.

* Classic Slender vibe

* Not sure why you need to move to hold the flashlight out. QOL would be to always have it out.

* Did not like that the capture noise was so loud, and that I couldn't cancel it or pause. It was no longer a fun jumpscare, but an irritating earrape. Had to Alt+F4

* Very short, would have liked to see a way to exit the simulation. (Maybe there is, and maybe I didn't find it)

* The character rotated on its own when you walked into walls. This caused some motion sickness (You may want to lock the rigidbody's rotation and move the player object such that: up/down is the camera pitch based on mouse vertical delta, left/right rotates the gameobject based on mouse horizontal delta)

* Using the hangman board, I was able to push it over and walk over the well. Sadly, the well has an invisible collision, and I was not able to break the simulation. (this would have been a fantastic way to end the game though)

* The gamma check at the start was interesting, but it led me to believe the game was going to be longer. Is it really necessary for this size of game?

While playing the game, I'm confused.

* There is a tutorial for the game, but its found on the lower floor.

* There are switches on the upper floor, but its not clear what they are for. Randomly flicking them got the lighthouse to function

* How do you keep ships from crashing if the gas and lens drain so quickly? Eventually you have to stop and handle them, and it feels like all that downtime is forced failure.

* There seems to be some exploration to the game, but I cant step away from the lighthouse long enough to explore.

We had a solid scope and goals we were able to accomplish in the time given. Thanks for playing!

Hmm...I guess taking the toilet as an example, we have: Toilet/Throne, Loo/Latrine, Ceramic (kind of a stretch), Potty/Pee/Poo. I saw there was a variant with yellow water, which worked for "W" (and I'm guessing was wee/whiz), but could also be classified with the toilet names. A picture says a thousand words :D 

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I think it's fun, it had a cohesive story, a start, middle, and end, a variety of music and maps. I had a few bugs while playing though, and the intro cinematic was played out too long IMO. I was able to beat it, but the ending is kinda anti-climactic.

OK now from the developer's perspective: Of course those bugs had to appear after submitting. We spent as much time bugfixing as we could, but we couldnt catch everything. As for the ending, it had gone through several iterations and we finally settled on one we liked, but didnt have enough time to make it the best it could be.

Interesting concept. The game was fun, and the ambiguity of the pictures *usually* leaned in the player's favor, however the fact that a picture can have a number of names had me fail a couple of times when I thought I had a correct name or a correct interpretation.

Despite the list of planned fixes, the game felt pretty polished. I thought it was just "random enemies spawning and you attack them" but there's actually waves, perks, and a variety. It felt good to play, though the waves could have been shorter to give the player more satisfaction.

The game's intro gave me hype with the character select :D I found the controls to be confusing, and would have preferred 4 directional input instead of rotating the snail.

Simple and intuitive. However the physics jank made it so I couldn't complete the level where you have to go under the level. The platform kept phasing through the ground :/

We may have gone overkill with the team size XD