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Qwerkke
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Oh my! I absolutely love the feline aesthetics throughout the game! The textures are simple but effective in conveying a creepy kitty vibe, especially while you are searching for the cat. So cool to have eyes in the wood texture, the wall paper, and have it all look really nice as it comes together. I get a sense that you had planned to fill the house up a bit more, but that being said what you have doesn't look 'incomplete' at all. LOVE that you were inspired by PT, that experience was a pioneer in horror games. It can be tedious to do a loop/cycle type gameplay, but I am sure with more time you would have made it even more awesome. Nice job!
A nice addition to the top down view, with a unique style I haven't seen before. A one color monochromatic scheme is hard to pull off, I think it looks nice in your game, but perhaps just a little more contrast in elements that you can't run into, or key items would be helpful. I also feel the movement could use some tweaking, the character is a bit slow even with sprint. I love how you control the direction of the headlamp! The vibe is claustrophobic. Congrats on your first game! I see a lot of potential and hope you keep developing games further :)
Beautiful entry! You did a lot with very little in strong aesthetic choices for the game. It truly reminds me of that nostalgia from playing old games, reminiscent of RE in game and environment and Silent Hill with the fixed camera angles. The cutscenes were worth it, I want to add more in my projects in the future, you've inspired me :)
Beautiful aesthetics (found footage!!) for this game with an even greater story. It's well written, I enjoy reading but the game itself is short and has good puzzles for an escape room type feeling. The story telling combined with the framing of the assets and their cohesion is very impressive for such a short jam!
The tone and atmosphere of this game is well done! I was experiencing fear from the Descent movies, unsure what could come out and even more doubt set in once you start feeling 'lost'. The movement through rocks and such could be improved, maybe a dedicated system related to caving or bouldering would further the immersion of the environment - something for Delve 3? :p And I have to mention that keeping using VO really enjoyed it <3 Thanks
This feels like a great foundation for a chance based game! I couldn't help but keep playing until I had all the bullets - and once you achieve that, you basically print money :p. Mechanics are solid, but it gets too easy too fast - could add in some penalty. Nice job, I could see this game elevated further with animations, a horror story element (perhaps every shot you took has increasingly more devastating consequences - even as a text based element. Using a gun chamber as a wheel sets a darker tone, that was a good choice.
What a unique and creative entry! It's totally unheard of and I didn't know it was possible to make a game like this on desmos. The game itself was a bit hard for me, I felt the horror when everything started speeding up xD! It's really cool to see the interface with all the code and moving parts on the side - I think this could be a very unique format for a game, curious to see what you could do with this type of tool with a bit more time like a month or so.
Actually very cool concept! Love the graphic style used andthe ghosts were pretty creepy to look at! I felt like sometimes the camera got stuck and in order to be able to look around again I had to click one of the two options, but aside from that it was awesome having to figure out which ghost reacts which way :)
What a cool concept! I've never seen a game played with that kind of PoV. Its a bit difficult to move around but I feel like that adds to the whole experience, especially when you have to run away, it feels like you're just messing up and stumbling, which I feel would be what someone would feel if they experienced such a situation! Very fun!
Love the aesthetic, and actually harder than it looks before you start upgrading your stats! The whole idea of being surrounded by darkness and blinking creatures gives a nice spooky vibe to the whole game :) Sometimes I'd run out of ammo and didn't have enough scraps, so I lured them to the place where "airstrikes" dropped to get the easy scraps!
The graphics are gorgeous! It plays smoothly and all comes together with the music. I think the only things missing were due to the short time frame, some more gameplay elements that make the game more challenging like the ability to see a few orders queue, a station to place things so that you can deliver some orders while waiting for the mixed ones to brew. Overall really impressive, I enjoyed it a lot.
My favorite part of this game is the aesthetic choices,from the font, textures and definitely the shader! The environment captures the paranoid setting well, I would like a bit more intention with the soundtrack and ambient noises to make it sound super creepy - it would be cool if there was an echo-ey element to amplify the style of the walls. The anomalous element is really cool, reminds me of exit 8 but in a totally new package.
Cute little game, I liked the graphics you ended up choosing, it looks a bit unique and grungy but it works together. It blends a little too well, as it's hard to see things during the game. Maybe doing that or using some kind of 'highlight' when you tap the ghosts would help them pop. Think it froze on me a few times and had to refresh, thanks for sharing your entry!
I liked the format of your game, as a side scroller (might need to adjust how the camera follows the player, a bit of clipping when you're at the edge), and the filter on the game makes it look like a video! The monster looks very scary, but I could not figure out what to do with the key. Nice entry.
I like the halloween theme of this game. It has a lot of replayability and it plays a bit different by the time you get to 500 pumpkins. The overall speed of the game could be increase. The sound was great, the main music (even though it had ghost wails) was still comfortable to listen to on a loop, and I appreciated the skeleton xylophone. Also, the skull's chuckle, witches laugh, crow and owl sounds were a nice touch :)
This game is a vibe, and I love the biology theme! I like how the music picks up, and visually it's very appealing. Reminds me of flow. I think the dash/movement could use some tweaks for more speed and smoothness, or perhaps as you split into more cells you should gain some speed. Thanks for sharing, I liked it.
Shocking you made this in RPG Maker, I've never seen this kind of style and creativity. I was immediately drawn to the cover art, and the masked character was definitely the showcase. The choice to use only flat color, mostly black and white lineart is smart and looks polished, yet still unique. Did using this art style help in giving you more time to write the story and multiple endings? Great use of a short jam, impressive. AND i kinda had fun dying, weird!
This game felt compact but complete! I like the ambiguity of the story, the scenes were a bit disorienting in a good way, The combo of simple but cute graphics and the unnerving rust theme - then the musical choice. It was like a mini art house movie~Try a longer story next, I would love to see what you come up with.
Thank you so much for playing our jam, means a lot! I am so glad you liked it - the dressy ones always get me I am sure the same exact one xD I was worried I wouldn't be able to pull off the masquerade aesthetic (the masks were supposed to be more varied) but I am glad you still felt it. My teammate created the concept and I tried hard to match it with such a short time frame. 🫡
Yes I am happy you remember me, as soon as I saw you were participating in this Jam I had to check it out and was not disappointed, nice to see your VN projects evolve! <3 I am also glad you know Saya no Uta, I consider it a strange gem...the Audrey 2 was a perfect fit it really set a mood for foreshadowing but I felt this escalated to dark much faster!
I wouldn't say I didnt enjoy it!! And sorry if you infact created the images, the logos look different from one another, blurry, some things like font and icons look messed up so I assumed. Maybe its where you export from, if it's Canva sometimes it does that. If you export straight out of image software it will look crisp. And overall, I think the lack of cohesion between game and assets is what flagged it as AI. Perhaps thats something to work on next Jam, and like I mentioned tightening up your level so its not too empty. :) it doesn't help that the hand on the house image has 6 fingers.

