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A member registered Aug 09, 2016 · View creator page →

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This was a really cute game and a fresh use of typing to tie back to the difficulties of social interaction depending on your mood. Very simple but well done for the jam! Extra kudos on the song. It's addictive and I love it. Good luck on future projects! 

I really loved this! A perfect example of interesting gameplay with really simple execution. Fast, uncluttered, and a cool "tabletop" sort of experience that I was instantly into it. 

My only suggestion would be to tell players what the goal is visually in the game. I understand if you don't want to show the final location because revealing the map as you go is a part of the gameplay, but you could at least in the event screen have an icon of the castle or whatever it was that says something like "reach the throne to win" so players know what they're looking for on the map.

Really wonderful idea at any rate and definitely worth updating to add more events. Good job and good luck with it!

This was fun! The mechanics are simple but I love that you based it around this particular show episode. It's a perfect choice for this kind of game and it elevated the arrow use. The pixel art is also adorable and there's something very creepy about this version of the theme song that added to the whole thing for me. Great job!

This may have been very short, but it was beautifully done. I have a thing for that effect around the edges, it's a nice touch but only in games that look as good as yours did. Wonderful textures and lighting, a bit dark but most indie horror games are these days. 

The one thing I'd say is to maybe cut down the text in the beginning instead of them going back and forth so many times and enlarge the font if you can. Also have some audio underneath that leads into the part in the house instead of silence or something to give the text just as much atmosphere as you put into the rest of the game. Very good job and good luck with future projects!

I think you did a great job on this! The art style really fit and I like that you took the time to add so many elements including trade  and enemy attacks. It's  a lot to stuff in there and while there were a few hiccups, like the fact that I could keep selling items even if I didn't have any more of them to get infinite money, it was a real feat for a jam submission. Very good job and good luck on any games you make in the future! 

Absolutely had a blast with this game! The intro had some hiccups and could definitely use music, but the core game is fantastic. Great mechanic with the use of sound to light up the space, nice attention to detail with the animations and small additions like being able to knock out the lights. Very polished, had no issues with it. Keep up the great work!

Short, but sweet! It's a great idea and I like that there weren't any frills.  It was very straightforward. The game was a bit dark in some areas and while I didn't mind holding to interact, I do wish I was able to move faster. The space was small enough that speed wasn't a deal breaker though. 

I would suggest that any scary moments, you program it so the character is looking at it. I missed a few things because I was looking somewhere else. You did a great job overall, especially with having multiple endings even though I only recorded one, you executed the idea well and made great use of the space, the game looked great, and I definitely think it's worth continuing to tell the story using the same mechanics and style. Good job and good luck!

Yet another wonderful game highlighting your beautiful artwork! I appreciate the experience of the manual swiping, but to balance that mechanic with gameplay, I think it would have been a more seamless choice to have each element swipe on its own just by clicking or hitting space. The musical transitions also need to be smoothed out so they blend a bit better going into each section. Great job either way!

Thanks so much! About adding my video AND about my name. Synthwave forevaaaaaa! lol

I installed this last year and never got around to playing it. All I can say is I'm glad I finally did. It was such a well-crafted, well-paced game that did only what it needed to when it needed to and I couldn't put it down until I finished it. I do hope you're working on the second one but good luck on any project you've got cooking up!

Really enjoyed the atmosphere you create with this throwback style. It takes a very straightforward slasher approach to jumpscares that I totally appreciate. Good job!

Really enjoyed this game! I give my thoughts at the end of the video but I'll just sum it up here that I thought the progression of the puzzles was well thought out as far as pacing and visual cues and that it was a smart idea to keep the world looping and small. 

Love the clue design, the card interface, and the little underlying story that also manages to have an ominous feel to it. The world itself was laid out well. Great choice to keep a blank color palette that allows the lighting, shadow, and coloring of the puzzles to stand out. 

The fox is also a perfect character design that's easily transferable into other games and recognizable. The ending was wonderful. Loved everything about this. Short and sweet!

I really only had two issues. I had the option for medium or high play quality and I always play games on the highest settings, yet this ran terribly for me on high. There was a lot of stuttering and jumping and most frustrating was that the camera would flip 180 degrees for seemingly no reason, causing me to face the opposite direction without warning and it happened throughout.

When I did the speedrun, I chose medium quality instead and that resolved the camera flip issue and everything played fine at that point. The only other minor potential issue is one someone else here mentioned where I dropped the key near the pylon and almost couldn't pick it back up.

I'm not sure how well the game is optimized but I did notice the captured footage was over 30GB and that's way more information than any of the more graphic intensive games with more involved mechanics I've played, which consistently only amount to around 1GB for the same length of footage. Not sure what's going on there.

Regardless, great job and good luck with future games!

Really enjoyed this! A nice little experience. I do think it would have benefitted from programming it so the text appears wherever you're facing and that you only need to search for it when it's going to be powerful, like when looking back at the lit road to the dock. 

Anyone playing this will already look around at the environment so you don't need the text to shift as a way of forcing them to check out the surroundings, only as a way to guide them to something specific and meaningful to what's being said.

Really  good job, though. Very nice touch having the clouds move in a circular pattern and speed up over time. Perfect song for it as well. Maybe the end should slow down a bit since it cuts off so quickly I barely got to see the sunset for half a second before the game jumped to credits. Great job regardless!

Hey, I'm so glad you're enjoying it! It really is underrated and it seems like it'd be up your alley. Happy to have brought you two together :P

Weird, I thought I had already commented directly on this page but I didn't lol I already sent you my praise on this game and its mechanics back when I played it so just posting this here to say again that you guys did a really great job and deserved the award. Good luck with everything in the new year!

I didn't realize I never commented on this! The gameplay is pretty basic but I really enjoyed the use of text in the environment. It definitely gave this a little flare that similar short horror games don't have. Well done!

Very basic but I like the fact that it rates outcomes. I can see expanding it by adding more society categories to impact. I don't think it needs to be longer. That would make it repetitive. It was definitely fun for a quick playthrough, though! 

Beautiful game! I really enjoyed the first and last scene especially. Love that you left things open and unending yet did add changes to the environment so it felt more dynamic and personal to our choices instead of being a passive experience. I played through it then went back to each scene to talk about my interpretations of them and like others said, it was just really interesting!

The only issues I had were the game crashed as I reached the end of the last scene. It didn't after I relaunched. Also, there was an issue only in the menu screen where my cursor was showing to me in a different location than it was registering and capturing in the game and it made it hard for me to click on the menu options. 

I had to hover the cursor about an inch to the right and a little up from the item I wanted to click. Not sure if that was a build issue or something funky with my setup. Regardless, good job to you guys and good luck with future games!

Another great job here! I preferred this to Highway, mainly because the point and click mechanics were simple and contained enough to propel the story without drawing attention away from it. The narrative also feels more resolved like a fully fleshed out episode. Music is spot on as usual. Always looking forward to more, keep up the wonderful work!

Ooh, I didn't know I could! I'll try that!

Great game! I couldn't finish it after encountering what seemed to be a bug (or maybe just very bad luck) though I'm guessing I was near the end? Had a really fun time playing it either way. Pacing was a tad slow though I think the world you built made up for it since it was pretty to explore and helped pass the time between locations. Can't give you enough credit for the work that you managed to do here. Good luck with any other games you make down the road!

Such a lovely little game! Very polished for a six week project, simple mechanics but with a lot of impact to the story. Perfect world design, love the palette. Everyone did a great job on this. Good luck with future games! 

Fantastic game! Really looking forward to the episodes. Great job on the character design and the overall style. Love the song at the end of the demo. Be careful with typos and the pacing of the "reaction shots". Try not to overdo them. It kills the momentum in less than ideal places. Minor feedback. Congrats on what you've got so far. Keep it up! 

I get an "Error: spawn EACCES" dialogue every time I try to launch the game, so I haven't been able to play it. I installed through the client. Not sure what the issue is but I'll try again if you put out another update!

So I did this with it. This is a thing. 

Simple but effective! Not sure if what happened my second time was a bug or not, but I appreciate the concept either way. Good job!

Had a blast playing this! I love that the case is so layered even with such a simple and confined premise and that you presented it in a way that allows the player to analyze and interpret the environment on their own without holding their hand.

The drawing and dragging mechanics are by far the highlight. I'd love to see that kind of interactive gameplay expanded on. I also appreciate that you grade with stats at the end so players have an idea of how close they are and how much is left to find. It really encourages multiple playthroughs. 

Nice touch framing this as Watson solving his own case and having to report back to Sherlock for evaluation.  Very cool aesthetic to the game as well. Loved everything about it. My only criticism is to clean up the text as far as grammar/spelling etc. Overall, you guys did a wonderful job. Good luck with future games!

Wonderful job! You guys did a great job paying homage to the overall feel of the games that inspired this and it was very well done from the mechanics to the models and other assets for something made in a month. The controls are a bit iffy, but can be overlooked. Be careful not to take so much inspiration from prominent games beyond the tone and setting that your work comes across as a copy instead of a project with your own voice. I think adding the mirror mechanic here went a long way towards setting Echo apart from being a Little Nightmares clone. Thumbs up and good luck with your next game!

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Interesting game! I won't waste time repeating everything I said in the video but I echo the sentiments of other comments here. Lovely imagery, brilliant execution of a simple idea that lends itself very well to multiple endings, and I appreciate that you maintained tight focus on the concept and tone instead of tossing in random elements just because you could. Also liked the layout of the area. It called to mind a town emptied by the plague. Good job and good luck with future games!

Had fun with this one! Curious to see how you'd implement multiplayer, there may not be enough content to warrant it yet. But the game was well done, loved the sound design especially, and the simplicity of the core mechanics. Needing to repair the transmission to continue the countdown is a smart way to break up the monotony.

Shooting wasn't so great, but my main issue was how small the cameras were to click on. Also the responsiveness of the units since they would sometimes not go to the location unless I was clicking exactly on a precise spot. Would love to see a little more wiggle room with the clickable area. Tons that could be expanded here, but don't add too much. A part of its charm is that it isn't cluttered. Will probably go back and play it to see how it ends when you win since I didn't have time. Good job!

Really enjoyed this! Loved the design of the building and the pacing was great. It kept me interested in moving forward even without any obvious narrative. The puzzles were the highlight for me along with being chased by mannequins with fairly decent AI. Mannequins usually bore me.

Mainly only had two issues. Interacting with objects was problematic. I don't know if it's because I was in windowed mode instead of full but it wasn't as responsive and accurate clicking and dragging items and objects, which is important since the puzzles rely on that. 

Also, the lighting effects were lovely but that faded hazy film over everything was distracting and made everything look washed out and fuzzy. You spent so much time on details, I want to see them. Would really prefer visual clarity. 

Not usually a fan of atmospheric horror games that give you a gun farther in since it takes away the tension, but I think you balanced that well by having limited ammo with no counter and an increase in AI's aggression.

Encountered what seems like a bug near the end. The "person" just stops chasing me when moving the lion statues and is stuck in a loop of breaking through the door. Anyway, this was fun and well-executed with puzzles I really enjoyed. Kudos on getting this far in five weeks. Keep going and good luck on future projects! 

Really enjoyed the demo! It's such a unique approach to a horror game having item interaction affect the outcome in this way. Extra points for non-Western folklore. I'm very interested in seeing the end result! Very good job so far and good luck with your Kickstarter campaign!

My one gripe with the demo is having to hold and drag instead of just clicking to interact with things, but that's just my preference.

Also, when we interact with an item and it triggers dialogue, I'd love to be able to choose when to exit from the text. The subtitles disappear quickly and those of us who don't speak the language need time to read them since we won't know what's being said otherwise. Beyond that, nice work!

Just wanted to say that I liked the game a lot. I'm always into anything that's good for just sitting back and relaxing and this was simple enough not to be stressful while still engaging enough to not be boring. Well done!

This looks really promising. Wonderful aesthetic and a powerful groundwork for something rich and engaging as far as sims go. I was hoping to feature it on my channel but I unfortunaely couldn't play it for more than a few minutes as the icons and text are way too small for me and the game hurts my eyes. If you ever add an update where we can change the size of the hud elements, I'll definitely come back to it but good job so far!

This is really promising! You did a good job trying to capture the general feel of older horror titles and the design of the estate is remnant of that period. I really enjoy the candles being strategic sources of light and the story is fine.

The inclusion of another "character" to interact with periodically is smart (if you use him well). Indie horror has moved away from that but experiences where it's just you and enemies aren't necessarily scarier. 

Keeping in mind that you're just one person, there may be some things you don't have the resources to deal with yet, but my main issues with the demo were the combat, the low health filter over the screen, and the save mechanic not working properly.

Also, there's a serious lack of detail in the shadows, which I see in a lot of indie horror games. I don't know if it's a conscious choice or a technical limitation but I'd rather horror games be well lit so all details are visible except in areas that should be completely dark.

Try to rely on things like pacing, the shape of lighting, and sound design for atmosphere instead of everything just being hard to see. Dark games aren't scary. Selective use of darkness is scary and the darkness needs to make sense.

The pacing did drag in parts but you can capitalize a bit more on scripted events. The first appearance of the nurse was good. Wish you had zoomed in further so we could really get a good look at her.  

Overall this has potential and you should be proud of what you've accomplished so far. I had fun playing it! Keep it up and good luck with the rest of the game!

Just tried out the demo and I like where you're trying to go with this! I think  the real test will be what happens after the assistant is created to see how you balance adding an NPC to the mix so things don't start to feel busy or messy, like having too much dialogue or interruptions. I love the main character's voice, by the way!

My main feedback is to tighten up the interactive elements so clicking and other actions register more quickly and cleanly. Also to maybe add a zoom mechanic when picking up objects and documents to make them easier to read or examine if possible. 

I hope as the game progresses that things get more difficult and require more abstract thought, but keep in mind that the harder you screw gamers over by having the game end whenever they "violate protocol", the better the content of the game needs to be to make it worth jumping back into it and the more mindful the checkpoints should be. So far you're on the right track. Good luck with development!


Really had fun with this game! Such a unique use of voice activation and a really interesting tone to the whole journey you go through. Would love to see where else you can take these mechanics in the future. Great job!

Very cool point of inspiration. Love the way you handled it, hitting on only the most notable elements to help the player follow the story. Nice touch actually showing scenes from it for anyone who isn't familiar with the source material. Great job!

This was a really cute game! I don't come across a lot of split screen projects that are family and kid friendly so I wanted to highlight it as a bonus game in my list. I didn't experience any of the glitches some talked about so I don't know if I played a more updated version. Either way, good job on this one!