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Chris Johnson

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A member registered Sep 28, 2016 · View creator page →

Creator of

Recent community posts

Thanks for playing : ) 

Yes, it can be beat. You would need to move south from where you're standing.

I've hopefully fixed this, though I can't update the game so you would have to download it from GitHub.

I'm glad somebody actually played on Linux!

Could you describe what issue you had with the camera?

crap haha, I'll see what I can do. That  vending machine was a last-minute addition :(

Nice art style! It was pretty hard to see sometimes but I think that was the point. I appreciate that the enemies were a bright color so I could see them with the low resolution.

The sound design was very nice and shooting felt very satisfying!

I liked the warbling 3d models like it was the PS2

Nice art style! It was pretty hard to see sometimes but I think that was the point. I appreciate that the enemies were a bright color so I could see them with the low resolution.

The sound design was very nice and shooting felt very satisfying!

I liked the warbling 3d models like it was the PS2

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I absolutely love the art style and the sound design was stellar!

Once I got a hang of things I felt very clever solving the puzzles and once I was returned to the main room it all suddenly made sense!

I also like how there could be more than one way to solve the final puzzle!

The pause after picking a door where I sit in darkness waiting to see if I take damage was very suspenseful.

My only gripe was that it kind of took me a long while to figure out what was going on. I didn't realize the M runes were mirroring the symbols because I didn't look closely enough at the crack on the skull. Took me a while to catch that.

I like the funny chicken at the end.

Really awesome game!

Cool art style!

When there are multiple doors present I don't see much reason to pick one or the other since there's no indication of what's on the other side other than how many keys it costs to enter so when the doors have the same cost there is no reason to choose one over the other.

It was somewhat frustrating having to pick up a new gun to leave the gun room even if I liked my current gun.

I would touch them and stand on them and they wouldn't do anything. No visual change.

There was some fun puzzle-solving in this one! Splitting into two people was unique.

Some of the puzzles felt kind of random like dying to spikes off screen.

The platforming camera lags behind the character's vertical position when jumping which is normally nice but it should make sure to show the player the ground on their way back down. Blind jumps aren't super fun.

The spikes could be made more visible and attention-grabbing. I died to them a lot because I didn't know they were there.

The doors just kind of stood without any kind of building behind them looked kind of strange. It doesn't affect gameplay but might have been nice from an art perspective to have buildings behind them and maybe have doors with connected functionality on connected buildings in the background.

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I liked the visuals! It was a cool atmosphere.

The option to invert the flight controls would have been nice for me.

I kept going over and under targets because I couldn't tell if I was lined up or not. Some kind of visual guide would have been nice.

Maybe it's a skill issue but I couldn't get past room 3. Reloading during combat was pretty tricky for me. It might have been nice if the difficulty ramped up slower so I could have more time to get used to reloading under pressure

Really cool puzzle game! I think I Finished it. Room 131 just sent me back to room 5.

I actually had a lot of fun with this! The last level was probably my favorite because I felt like I was able to solve each element one at a time and was the easiest to wrap my head around without feeling like I was just randomly guessing.

Feedback:

Levels 7 and 13 were a weird difficulty spike for me and were much harder than the levels before and after.

Backing up without pressing R could sometimes be a bit finicky. Might have been nice to be able to press R to start unwinding and then interrupt it where you want to be.

You can sometimes see out of the level when grabbing the key at the end of a level

I really liked the art style. It looks cool!

The controls were pretty unintuitive.

>:(

I guess neither of us came up with a unique name though because there's already a game on Steam with the same name from 4 years ago.

The graphics were interesting. I downloaded the windows build thinking the web version had low res textures or something but I guess that's just what it looks like. The room with the doors was an interesting sight.

I couldn't go in any of the doors for some reason though.

I liked how wild some of the rooms were. It's funny and kind of jarring being in what looks like a normal bank but then opening a door and finding yourself at the top of some comically large room that wouldn't make sense to have in a bank.

I appreciate the volume and sensitivity settings.

The combat felt a little clunky

It was fun to run around blasting people and kicking in doors. The music was fun though I'm not sure you have the rights to use it haha.

Visuals are pretty baren and the mouse sensitivity was unusually high.

The gameplay could use some variation. I found myself not really entering rooms anymore and just moving around outside after kicking in the door and just shuffling around until I could see an enemy and shoot them and only then entering once most enemies were already dead.

I'm ready to play counterstrike.

score 38000 with max combo 58

Very cool art!

the game froze when I went back to the front door. Unique idea!

Nice shaders! I like the dithering.

It was very jarring to see the walls moving but not the floor in the TV room. Very spooky

Could use a web build. Unity makes it pretty easy

What the shit did I just download

4/5 fellow creator of bizarre game with babies in it 

Cute idea. The presentation was nice with good animations and sounds.

Still not really sure why some of the food deliveries docked me time though. Switching back and forth between the email and the package tracker to type the number was a little tedious. Copy and paste or a link to click would have been courteous of the delivery company 😒

oh I’m an idiot that’s such a good idea 

Miz Jam 1 community · Created a new topic Miz Jam 2 when?

I loved the concept of having to use an art kit instead of following a theme and want another jam like this to join!

This jam is called "Miz Jam 1" implying a second one will be run at some point. Are there any plans to make this happen any time soon?

97 points. I got stuck in the hole at one point lol. Fun little game

It was also cleaver making CTRL the drift key in the web version so when I try and press it and D to turn right at the same time, I add your game to my bookmarks 😉

I loved the visual and audible design a lot! The presentation was phenomenal. I finished the game and am happy I did. I loved the style shown on the menu too.

The mechanics of the game weren't super clear and I got stuck on level 5 for quite a while. I didn't really know any strategies for getting dice how I needed them or have any hints for what solution might be easiest to get to in a level.

I suffer from uncreative, small brain syndrome so I solved every puzzle with quad 4s lol

I like that the theme doesn't just do something with dice lol.

The platforming felt pretty wonky. Floaty jumps and no coyote timing made it feel pretty imprecise.

I thought it was fun until I overdid it lol. 

I had a sibling playtest the game and they ran out of time in the first system and stopped playing so I guess it goes to show PLAYTEST YOUR GAMES! I doubled the time in that system after that so players could get a feel for the janky controls haha

Your comment makes me smile. I'm very happy you enjoyed it.

Yeah, I realized pretty late in that my link to the theme was very weak. I'm glad you liked it though.

Quaint

I love the art style


The game crashed when threw too much random garbage at the boss dude lol

I love the art! It has a lot of character.

A complaint about the gameplay:

The green guys are a bit overbearing. During the final level, they spawn constantly and the boss's fire stops me from getting close enough to clean them out. They shoot too often and they don't do it all at once so there's a constant barrage stopping me from picking them off from a distance. They're disproportionally harder than all the other enemies.

This ended up being a lot more loosely related to the theme than I was planning haha

The graphical quality and audio design of this game are phenomenal, though I think the level design could use some work as finding the way forward can be difficult and obscure and with the doctor hounding you it can be hard to really explore. I only really managed to figure things out when I got the doctor stuck.

In case anyone else got stuck as I did, here's a simple walkthrough:

(SPOILERS!!!!)

To progress in the first area; you need to find a filled syringe of anesthesia and pick it up, then click the doctor to put him out. This syringe can be found in a closet off to the side of the second room of empty syringes you come across (not the one in the prison area. There are two places like this.) If you're having trouble finding it I found you can get the doctor stuck which will give you unlimited time to search. Just run out of the prison and talk to him in the doorway like you normally do. then, run all the way back to where you started the level and close doors behind you as you run. He'll follow you for a short while then give up and return to the hallway. When he does, move to the final room in the prison area but don't go out the doorway you meet the doctor in. Stay in that room and listen. You'll hear the doctor go and check his office, come back, wander around in the hallway for a bit, then check the closet across from the prison exit and get stuck walking in place. Once you hear him walking endlessly without actually moving you're safe to go out and explore. Once you hit the doctor with the anesthesia you need to wander around until you find the stairs and go down them and out the door down there.

For the second (and currently last) area; as you explore you'll encounter a hospital patient crawling on the ground at incredible speed who changes his mind after first asking you to unclog the toilet and instead just wants a glass of water. You can find it nearby the bathroom in one of the other patient's rooms on a nightstand. The way to progress is with a crowbar. It can be found in another random closet near the beginning of this area just off to the side of the large room with all the curtains and beds; to the right of where you entered the room the first time. Once you have the crowbar you'll need to take it to the hallway with the bathroom. When you enter this hallway the nurse will be upset to see you carrying the crowbar so you'll need to juke her somehow and get past her to the double doors at the end of that hallway and use the crowbar on the boarded-up doors to the right. Once you reach this point you have finished the game.

Hope this was helpful. 

I found that last level to be very buggy but didn't have time to fix it lol.

As for the difficult controls, they start ok and get worse as you grow to a point where you can't just pull away from large objects but instead need to orbit around them which I thought made movement a little more interesting. 

thanks for the feedback!