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robinhoodk17

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A member registered Jan 27, 2025 · View creator page →

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Thanks for playing! Yeah, we definitely overscoped a bit, but this was our first time doing a project together, and we wanted to know how well we worked together, so we aimed for a pretty huge project to try and stress test our team. 

Thanks!

Thanks for the detailed feedback! Yeah, the entire idea was to play with the "unseen" theme, so that the character becomes unseen to the spotlights, but also to the player. That way platforming becomes a bit harder. Originally we had planned to make the player completely invisible, but that turned to be a bit too hard. We completely agree, we should spruce up the page. We intend to expand on the game, so definitely that is one of the things we're going to do.

Thank you! Originally we made it so the player became completely invisible during the jumps, but indeed, that proved to be a bit too frustrating. 

Wow, this is great information. Thanks!

Well, I have a potato computer and also use Linux, so I definitely don't have a normal setup... About the camera adjustments, it's completely understandable, given the timeframe we had. I just wanted to add that as a comment in case you were looking for ways to improve the game easily.

Thanks for the comment! Yeah, we ran into a bit of trouble restarting the scenes. We're trying to optimize it.

Sorry about that, we could have made a more pleasant alarm, but we also hate alarms in real life hahaha

But it runs in my phone! Most mechanics actually work pretty well, but redacting is a bit flimsy (on the phone, I'm guessing it actually works way better on computer). The presentation is quite nice, and the audio is cute. It's also pretty cool how you make the player juggle around a lot of information to control difficulty. 

I actually tried playing it on the browser:(

Really cute game with nice visuals. I think that some puzzles are impossible until you already saw where the moles spawn, especially before you get the detector, but I might be mistaken. By the way, slowly introducing all items instead of granting access to them player from the start was very smart, it makes the game very understandable. Good job.

It was a pretty clever game, but yeah, the UI needs some work. You can probably fix most problems by simply coloring the current item's squares with a different color, even when it overlaps with the squares of other items, and the player can figure out for themselves what's happening. 

I think meat in the gears was my favorite level, it has some great level design. The blood splatter is pretty satisfactory, as it makes you feel like you're making progress, and the short reload times avoid making the game feel unfair. My only complain is about the camera, which zoomed in and out while jumping and was a bit disorienting. 

The writing was pretty cute. It's also great that it helps you map out the maze. For a compass that is not usually confused, it sure seems confused a lot of the time. 

Well, turns out that, unfortunately, this game was redacted on my computer. I couldn't run it :(

Wow, it's incredible that you actually submitted a full game, well done. The artwork was endearing and with very few points to spend each week, the decisions seemed weighty. The writing was cute and matched the artwork. Good job :)

This was a pretty great concept. Adding the windows was a great idea to be able to see the cat's movement. Also, the positioning of the platforms was great because they were close enough that you could safely jump from one another. The only thing is that it was a bit frustrating not being able to look back. Also, since you can't actually see the platforms, maybe you could increase the coyote time for this game.

I have never loved clicker games but this one was cute. I didn't understand why you would want to move at all, though.

It's impressive the amount of games you created for the jam. The first person camera is a bit dizzying for me, maybe you can add a settings option to control camera sensitivity (and even FOV, but maybe that's asking too much). It crashed a few times while playing some of the arcade games, but otherwise it performed well on my potato computer.

The animations look nice :)

The writing and atmosphere are definitely the strongest parts of this game. There was a green door in the beginning that said interact but did nothing...

Thanks for playing! Yeah, we don't know why it goes dark for a while. Seems like sometimes the scene takes a bit to load. 

The writing is hilarious, the idle animation of the protagonist is great, and the idea is really cool, but the controls need a bit of work. I had trouble advancing the dialogue in the beginning, and after walking through some walls I got stuck in a corner, and I couldn't leave even when becoming invisible. I agree that the music is a bit repetitive, but honestly I didn't mind too much. I thought it had an ironic sense of fun, considering the combination of the writing and the theme. 

The music was pretty catchy, and I kind of got that you had to put similar runes together, but I didn't understand the details, such as the numbers or when a tile went from dark to neutral. 

The assets are really cute, and it's pretty cool that you had enough time to make AI that goes from searching to chasing. Also, the music is great (and you had two tracks!), and it's incredible that you even added some mini games, well done! The only thing was that the lockpicking section was a bit obtuse, I had to come to this comment section to figure it out. 

It's a fun game, but when you buy the 3x3 fire upgrade the game becomes trivial. 

An amazing game. The audio and visuals are straight up spectacular. Also, it's A TON of content for such a short timeframe. The controls feel a bit sluggish and unresponsive at times, and having some elements (and friends) above the eye level makes it awkward to explore, as you can't move the camera up and down, but all in all it's a great experience. Also, the play with the light as a hazard must have not been super easy to code.

I'm actually impressed that you created 2 behaviors for the guards. Most of us only had time to make detection auto-gameover. Pretty cool game. The difficulty spike in some levels are a bit weird, but all in all pretty great.

Awww this game is super cute. The aesthetic and music are fantastic. The controls could use quite a bit of work, though. The character doesn't feel responsive at all, especially when jumping. The level design definitely supports this, as the game is quite easy, but it would be cool if you had better controls and could design harder levels.

I would argue that it fits extremely well. You must remain unseen, but also you can't see the whole level. It's great! It's double use of the theme! But yeah, I agree with the key rebinding.

Wow, this game has a ton of stuff going for it. it's great the use of shadows and different characters. The only downside of the game is the first hallway, which is a bit tough for a starter player, and the fact that all characters have the same cone color, making them hard to distinguish. Maybe you could reduce the speed of the guards, making them easier to avoid. Considering that getting seen by them makes you lose all your progress, I think they should be easier to evade. Also, the spitball and gum are a bit hard to aim. Maybe some UI would be nice.

The music, art, and environment are pretty cool. The first few moments before you bump into the monster are pretty tense. I also ran into the problem of controls not working. Also, the encounter seems pretty unforgiving. I managed to finish the first level, but I tried the second level many times and never managed to take more than one step. As a matter of fact in many occasions the monsters got to me even before I made my first move. Also, I never actually managed to get the stick to work. I think that the best part of the game is before you actually see the monster in the first place, so probably this game would have benefited from having much bigger levels.

Cute little game, but the word selection is pretty hard, especially for non-English speakers. Also, it might be my setup, but the scroll wheel doesn't feel responsive in the browser, so it makes the game a bit harder to play.

Thanks! Also, thanks for trying it again :)

Hmmm that's weird. Were you using a controller or keyboard? If on the keyboard, could you try spamming the space bar? If on the controller, try spamming the a (or X in PlayStation) controller.

Thanks for the kind comment! Well, the boost consumes health, but we forgot to add the game over state when the player reaches 0 health...

I think it's an interesting concept, but with the tools you give the player they have no choice but to solve the puzzles through brute forcing them. Honestly, I have no idea how to fix that problem...The camera was cool though. You could feel the player moving without actually having any reference points, which was pretty nice.

I really liked the game's concept, but I think that it needs some refinement. For starters, you have to use other things besides colors to indicate zones so that colorblind people can play your game. For the platforming controls consider making the killzones a bit smaller so you don't actually touch them while standing on a platform, adding some coyote time, increasing the gravity after the apex of the jump, and dampening the y movement of the camera when jumping. Finally, without any point of reference, it's hard to know hoe much the platforms move, so in this case backgrounds or other visual indicators are very important-

An absolutely stunning game. The environment does most of the heavy lifting, but all in all it's a great experience. I also thought that ghosts were used too often, but I like the idea that ghosts can only be seen with the flashlight. The problem is that after you've been killed 2 or 3 times by unseen hazards you can get easily demoralized. I was also close to quitting early. I agree with Ricky: you have enough here to make a great game, but you need to seriously refine the mechanics. Also, the writing could be improved. With the time limitations of a game jam, I understand the way you left clues in the notes, but in the end it detracts from the experience: I skipped over the notes entirely and just focused on the important parts. Meanwhile, before I knew how everything worked, I was attentively reading the notes in search for clues. 

Hey! I tried the game but never really understood the rules, and the end turn button was not working for me...aside from that, at least the cards are fun to place.