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TheRiddlerOfAmerica

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A member registered Sep 17, 2025

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I enjoyed the hand drawn cinematics, I could see a game filled with timmy's accidental death causing to be a pretty fun adventure.

I think it goes way too fast, I can play minesweeper, but I like taking my time and mulling through the logical choices. I don't like just memorizing shapes based on the numbers. 

Very enjoyable, it felt really good to move around and shoot. The little wiggle you can do back and forth felt nice. The parkour felt nice, and I feel like this would be a really good speed running game with the doom style speed and movement. Maybe make the jump a little bit higher. Unfortunately I'm just not sure how this fits in with the theme for the jam. 

P.S. thanks for the cat.

I always love a good puzzle game, I think this has potential. I would like to be able to see both the ghost world and the physical world. That way I can plan ahead what to do. Perhaps just have a button that shows you whats in the ghost world for a moment without actually goin ghost.

Great use of the concept. The gameplay got a little repetitive, I would recommend making the bullets move in different directions, just that change would give the gameplay a bit more interesting flavor.

Incredible work, Had me hooked the whole way through. Smooth gameplay, no obvious bugs, and a fun loop. Wish there were more upgrades for souls.

I know it requires a bit of math, but you can add some math to their movement vector to have them spread out.

I don't know exactly how you did the movement, you may have used something prebuilt, but the math is rather simple.

let's say your target is at (x, y) position (20, 10) and your current zombie is at (5, 1) if the zombies movement is 5, it will calculate where to go like this. 

You start by finding the distance between the two. SquareRoot( (20-5)^2 + (10 - 1)^2) Pythagorean theorem.

Your x, y movement vector might be this: movementVector = (20 - 5)/distance , (10 - 1)/distance.

This math gives you the direction, (0.86, 0.51) This is multiplied by speed to find where the next spot on the map to render the zombie is.

This is your current simple movement system, and causes the zombies to bunch up a lot. If you want them to spread out, we need to subtly effect this vector (0.86, 0.51). 

Let's say we have a vector, or list, of 20 zombies. this is all the zombies on screen. 

starting vector = (0.86, 0.51).

for each zombie in the list you would perform this process

Calculate the distance between the 2 zombies if this distance is less than 100 (the range you want them to start repulsing)

Calculate closeness = (100 - distance) / 100 ---- If they are 99 apart this number is 0.01, if they are 5 apart this number is 0.95

Calculate the vector as if your current zombie was trying to move toward the close zombie, use the same math from above.

Once you have the vector, let's say its (0.51, -0.86) You multiply it by -1, and then multiply it by your closeness let's say in this example 0.5

This gives you (-0.255, 0.43)

Add this new vector to your starting vector: (0.86, 0.51) + (-0.255, 0.43) = (0.605, 0.94)

This new vector moves towards your target zombie, but also away from the closeby zombie. Repeat the close zombie check for all zombies on screen, and the resulting vector will move towards the goal, but away from nearby zombies, and the closer another zombie is, the more it will want to move away from that zombie. Giving you the spreading out effect. 

I'm always a big fan of idle games, my only complaint here is that it seems mandatory you go for faster reproduction. It seems like the story upgrades are based on how many you kill, but if you don't go for reproduction you just can't hit the number before the timer runs out. Overall I enjoyed the game.

I was enjoying it pretty well until heaven called. I enjoyed reading the files and judging the souls, but whenever heaven hit below 50, it was just constant ringing. I had to just slam heaven on everything just to make it shut up. If the goal was to annoy the player into going faster, then mission accomplished. The dialogue popups were very good, I saw no issues and they flowed very well.

Quite groovin, I feel like increasing the party size, and adding more obstacles would make it more fun. Trying to keep your pack of party goers alive as cars or something went back and forth would be interesting. 

Very interesting, I can see the balatro inspiration, picking upgrades as you go for 8 rounds. I like the theme, and the overall appearance is great. Add in a bit of spooky music and you would have nailed the ambience.
Unfortunately, it was hard to tell if I had correctly activated things. In the future for camera movement, I would just put that on a button rather than having it zoom in when a mouse hovers over the area. I kept zooming in and out in and out.

Interesting, it was nice to use the explosion to help with platforming, but I think the map was super short. I found the upper path to go, but I never found an ending place.

I kept falling through the platforms, so I just suicide chained my way to the top, I guess the ending was pretty good. Hey You