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stealthnachosgames

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A member registered Jul 04, 2023 · View creator page →

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the full screen thing was so disappointing for me! right at the end i realized i had been testing the thing in windowed mode the whole time, and when i tested it in fullscreen literally the entire ui broke. it was too late to adjust it without possibly introducing more problems so i had to settle on forcing windowed. that said i'm super glad you like it! hopefully i'll have another project here soon!

thanks so much!

i like this but the fundamental problem is that i am not going to stop playing tetris just because someone breaks into my house. tetris takes priority over burglars or would be assassins, and even when the guy got me i was just like 'chill dude i'm playing tetris you can stab me or whatever but just don't get in front of the damn computer screen.' anyway good game!

that means a lot coming from you! i built the space before i wrote the dialogue because i feel like spaces are part of what create a story. so instead of writing everything out and deciding where it should be set, i modeled the setting and then used that as a place to write from, if that makes sense. i've been drawing and painting for a very long time and learned from that that i'm not a planner, i'm very much a discoverer. that's problematic in making something as complicated as a game but i've managed to figure out how to make it work everywhere else in my life so i'm sure i can here too lol. anyway thank you so much for playing!

i will for sure, thank you so much for playing and i'm really glad you liked it!

really loved the writing for this, the world building was great but i loved the themes the most. it really built up this idea that your character is othered and her reaction fells like all you can do when it happens to you. it was very unsettling but not in a traditional horror way, in more of a 'agreed upon and cooperative societal evil in the background of people trying to live their lives and as themselves' type of way. one of my faves of the jam so far!

this was really good, love the idea and the execution. it's a bit confusing at first, especially since the help doesn't actually list most of the options, but it was fun to figure it all out. really surprised you got this done in 7 days too, great job!

thank you!

it's surreal watching someone else play something i made lol, it's the first time i've ever seen that! i never even considered that putting two doors around the gate switch would be confusing but that makes a lot of sense. the game at the end does a hard quit, that's intentional and meant to be a bit disorienting. there's also more lines of dialogue after you open the gate and the fence but i was certain most people wouldn't see that lol, it was more to reward players that really connected with the vibe. smoker is placed in such a way that he's immediately in front of the player on the way out and hopefully a few people will talk to him and realize that the other dialogues changed, but i was totally aware that extra dialogue would probably not be seen by a majority of players. shy also has a line before you open the gate and i think that will end up being the least seen piece of dialogue in the whole game since she's meant to be near invisible on the way in. anyway thank you so much for checking it out and giving me feedback, i'm still very new so it's really appreciated!

thanks you! i put in the ghosts near the very end so i'm glad they added something heh

i really enjoyed the writing! great job on this!

i'll be sure to check that out, thanks to both of ya'll for making this!

really love this one. it's incredibly unique in it's aesthetic, it has a strong theme and a fun, unexpected climax. i feel like it only starts to build up towards the very end but the first 2/3rds of it are more impressive for their novel execution and then right when you got totally used to it it starts to change in interesting ways. really great job!

thank you!

i was working on figuring out how to get some sound into the dialogue right at the end, but decided that i didn't want to introduce any bugs so close to uploading it. i was going to try animal crossing style noises or character barks that went off when you interacted with someone. i do think either would've added something. yeah yuh know, for the horror, i prefer really subtle horror stuff, but i'm honestly super inexperienced with horror in general so i'm not really sure yet how to make that work. i wanted to build tension but i feel like i lack the tools right now, but that was the whole point in entering the jam, starting to try to figure stuff like that out. i'm really glad it was stable for you, i'm more new to programming than basically any other component but i tested over and over during the jam and focused on squashing bugs and watching for edge cases. anyway thank you so much for playing it and i'm really glad you liked it!

thank you, i'm still figuring out audio but i'm really glad you liked it!

luckily you can't even go shopping in the place, what a terrible mall. thank you so much for playing, i'm glad you liked it!

thank you so much! (godot is best engine high five)

i managed to finish it, turns out i just had to hold zoom for a bit longer. i really enjoyed the rest of it, great atmosphere!

it was fun trying to get the guy around the islands, but the penalty for failure of having to restart the whole thing was fairly tedious. i still really enjoyed it though, great work!

gave me a little spook! good job on this!

the names and behaviors for the characters are great. the mouse sensitivity is wayyy too high, just needs a slider. all told very cool!

oh i just commented on your game lol! i'm really glad you liked it, thanks so much for playing! art is the thing i know, still very new to making a game lol

well done on this! i really appreciate controller support, it makes it much easier to enjoy. i was really surprised there were sensitivity settings so thank you so much for that! i feel like the sound hierarchy needs some work. i'm still not totally sure if the music changes just because that's something it does or it's doing it dynamically in relation to the character's distance to the killer, but the main thing is really the footstep sounds from the killer. these are super duper important in a game like this that's first person but i just can't make out the distance of the killer. the only other thing is that the interaction zones are exactly as big as the object you interact with, which is no problem for mouse but makes them difficult to aim to on controller. either way, i'm right there with you being new to my tools for this jam haha! you did a great job and i look forward to seeing what else you come up with!

i really enjoyed this! the writing was great, really felt like something from the golden era of point and clicks. i'm surprised you managed to finish it all in 7 days. i think the system of having a specific group of commands instead of picking up items to reuse was a great choice, it means that even if a puzzle was confusing you could literally just brute force it by using all four things on everything in the room. all of the voices were good, but in particular i really liked the voice of the real estate guy. the recording quality wasn't great but the voice really matched the character. overall it was a lot of fun! did you use adventure creator for this or was this custom?

i'm glad you liked it! i actually considered making the mall music a 3d thing but while i was working i decided i liked the music attached to the player a bit more. i'm really not sure which is better now to be honest, they both have their up sides. i totally agree on the footsteps, i put them in at the beginning and said i would change them, but then ended up getting used to them lol. if i was making it again that would be the first thing i changed. thank you for checking it out, i really appreciate the feedback!

really enjoyed it! loved the little vignettes between each stage

you did a great job on the atmosphere for this! i got to a point where i had interacted with everything and couldn't figure out how to progress. it said to fill out a log but i couldn't interact with the book beside the radio. there was nothing to see out on the water after it told me to zoom in. maybe i was doing something wrong but just wanted to let you know how it was!

thank you!

the original idea was going to be to have a person walking through the rooms instead of the current version with the floor flashing colors, i think it would have been much better that way but i’m still very new to godot so i did indeed think it would be too far outside of my current understanding to attempt. thank you for the feedback and i’m glad you liked the art!

thank you!

thank you! i actually have sketches for a bunch of other items here right beside me and had intended to try to get them in but when i saw i only had 30 minutes left i decided my time would be better spent adding the music so in the end he stole dozens of puppies and ps2's. i thought i had set the music to loop but i'm still very new to godot so probably just didn't check a box or something somewhere. i really appreciate you playing it and leaving some feedback, it means a lot!