Interesting gameplay duality.
I enjoyed the resource management elements and the need to explore to gain more resources.
The exterior definitely has that Slender the Eight Pages vibe.
The gameplay, especially in the truck, could use an additional system or two to spice up the engagement of the player and add a sense of tension and decision making.
Solid foundation and good concept!
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The design and aesthetic of the environment is quite eerie and claustrophobic, the atmosphere is unsettling in the best way.
The narrative is quite creepy, I can see it hitting home with personal doubts and traumas.
I ended up finding the sort of secret button, but I'm unsure if it does anything beyond the initial effect.
An interesting and very grounded experience, good job.
The execution of the art style is awesome! I love the attention to detail with the character rotation/animations.
The gameplay dynamic of the 3d person movement with a locked camera, allowing to mouse to be used as a point and click style exploration, is very unique and interesting.
Definitely an experience I wish I had more of!
Was looking forward to playing this one, you guys did not disappoint!
Solid work with the monsters, they are simple, but the atmosphere and setting carry them to being truly horrific.
I love the twisted world, just roaming around without the threat was satisfying.
It leaves me wanting more in the best way possible.
Great job guys!
The atmosphere is quite effective.
The voice acting is fun and adds a lot of personality to the experience.
Sadly, I encountered a ton of camera rotation jittering throughout the game that prevented me from getting past where the truck hits something. I would have really like to experience the rest as the narrative seems to have building up to something interesting.
Nice puzzle game, simple and effective!
The intro really sets up the rest of the game well.
The necessity of the body creates an interesting gameplay dynamic and definitely bumps up the tension in moments you are forced to leave it.
Good exploration of puzzles, not too overwhelming, just a bit simple at times.
Good work!
I like the retro aesthetic.
Took me a minute to realize how meta the game was.
I only got through the second level, not sure if there is more after that as it throws you back into the main menu.
Would have loved to see the concept explored more and the idea of "lost media/unfinished game" introduced in the game itself (as I originally missed the context that is present on the itch page).
The little TV guy is a creepy kind of cute, would make for a great marketable plush.
The concept is pretty interesting.
I ended up getting stuck at a few moments (mainly not figuring out that you have to press R to use the item) and didn't figure out the lever puzzle.
I feel like the player guidance could use more work. I would have really liked to see how the investigation/picture taking side of gameplay plays into the progression of the game.
I appreciated some of the goofier bits and more in your face gore elements.
I like the aesthetic you guys went with, the alien vibes are quite unique.
As for the gameplay, I don't think it went as intended. I swapped the battery around a few times and just waited for the number to reach 0. There didn't seem to be any other dynamic systems coming into play.
Would have loved to see what the vision would have been if everything was working, I'm imagining a sort of Iron Lung & FNAF hybrid. Would be cool to see a fix!
Cool dynamic between resource management and navigation puzzle!
The tension in the atmosphere and through progression felt great. Every time I would leave the light to explore a new room, it felt like I had to hold my breath.
The timings are well balanced and the amount of gameplay elements is satisfying.
I played the updated version and had a very good experience.
Well done!
Very nice point and click adventure!
I really enjoyed the progression through it. A good amount of gameplay.
I did get stuck at the lock combination after finding the letters, but its good that you guys have a walkthrough on the page.
Quite a charming game, it really captured an eerie yet nostalgic vibe.
Good job!
Nice execution of a weeping angel style enemy!
The atmosphere is really solid, however some of the objects are pretty tricky to find. (Having the kind of outline, like the one on the dragon, applied to all objects would help a lot)
The scripted spook moments, the spread out mannequins and the little nod to the DBD pallet are a nice touch.
The level is well mapped out and interesting to traverse.
Well done!
Since you guys have been updating the game, I suggest adding a simple checkpoint system. Something that starts you back at your most recent task when you die instead of restarting the entire game.
(Btw, I played the AI Detection update and it went pretty smoothly)
Classic execution of a patrolling threat, I had a few good moments throughout!
Took me a while to figure out and find the objective, the provided video on the Itch page really helped with its clues.
The characters are well made and the environment hits that unsettling vibe. However, I wish it would have been pushed even further on the creepy/psychosis side. The Level design does provide a good gameplay dynamic with the threat.
I'm not sure if it's intentional, but the faint leftover hallucination after a jump scare adds an interesting element to the twisted narrative you guys are going for.
The stamina recovery mechanic is pretty unique and adds a good gameplay duality to the survival/navigation.
Good job!
Cute little game.
Once you get a sense of the three themed area, the rest is a clever process to figure out! I like the Stick Ranger vibes of the humans in the cave!
A minor improvement I would suggest would be a bit of player feedback (sound or vfx) for when elements get teleported to other areas. And maybe a very subtle passive visual at the portal locations on the main screen, so the player gets a sense that there are three independent areas to explore (while keeping that mystery feel).
The game is pretty solid!
Very charming aesthetic!
Sadly, I was not able to make it past the first level.
I enjoyed the duality of the characters. I would have loved to play more and experience a bit of a narrative progression. The game has a good foundation and could turn into something quite enjoyable with more polish and content!
With the name and art style of the game, I did NOT expect a base defence shooter!
This is extremely well executed! The mashup of gameplay and art is super solid and really satisfying to play!
I feel like adding a small description/title to the snacks in the upgrade shop could help the player understand what they do, adding a deeper element of choice/decision. Like most round based games, I wish there was an endless mode to see how crazy the attacks/enemies can get!
Really fun game, very well polished! The quirky/cute narrative is a nice cherry on top!
Interesting idea! I like that personalities influence play styles and strategies while also being a bit of a commentary on humanity.
Sadly, the game does not work quite right for me. My people disappear/never get spawned and a few of the modifiers seem to be missing.
I can see this becoming a really solid (and addicting) incremental type game with more polish!
Glad to see some familiar faces in the jam! I like the direction of the idea, has a Digital Circus X WarioWare vibe.
Sadly, the game did not seem to work too well for me. The first mini game didn't have too much player feedback to go off of, it was a bit confusing to know if I had won or not.
A few improvements I would suggest would be to add more narrative clarity. The dialogue is hard to hear, especially with the music. Having subtitles and a way to skip through the dialogue would help the gameplay flow. Having the mini games flow quickly one after the other would keep engagement. Having the dialogue play during the games would be good too (to have it be as non-intrusive as possible).
I wish I could have gotten to play more of the minigames. With a bit of polish, I think the idea can be conveyed quite successfully!
Had to try playing alone, but I really see the potential chaos of going against a friend!
The player feedback and dynamics of the game are very satisfying!
A small improvement I would suggest is to add an indicator on the dangerous balls that can currently destroy the players. I've gotten eliminated by some slow moving ones that I thought could be safe to grab.
Definitely a game to revisit at a party or gathering!
Simple and effective! Great narrative progression! Every element works to support the vibe.
As someone who grew up with cats, the story hits pretty deep. This is a really nice little homage.
Playing blindly and jumping into the first level creates a bit of disconnect (trying to figure out what is going on without any context). I feel like the addition of a little narrative moment before the game starts could help establish the player's expectation.
You guys hit that "A Little to the Left" satisfaction spot on!
Very interesting aesthetic! It makes the investigation and exploration aspects quite immersive.
Sadly, I was not able to complete the game. I figured that the third character was the ghost, but no combination of items seemed to work at the altar. After searching for a while, I fear that I may have missed something.
The way the narrative is portrayed makes me want more.
The aesthetic is very cute and well executed! The game could benefit from some audio, just for that extra bit of immersion.
The gameplay is smooth and easy to get a hold of. I feel like it could benefit from more dangerous threats/hazards to make those risk/reward moments of jumping over things feel more satisfying and challenge the player for a more engaging gameplay loop.
Variety in the objects could make for interesting gameplay, like gum that slows you down/prevent you from jumping or bombs that explode, launching the character on contact (if you guys decide to expand on the project).
Really solid aesthetic! I`m curious as to how you guys achieved some of the texture effects. The models are well done and everything fits together in a super cozy way!
I really like the message the game is trying to convey, I think it really fits the theme. Sadly, the game did end up breaking for me after the drawing of the daughter and her friend popped up (for the second time).
I would see this concept be super effective as a mini animated film or something. Good stuff for how short the jam was!
Interesting concept. Some player feedback elements as the rotation happens could help describe what is happening (simple animations, descriptive text, step by step process, etc.). The rules make sense, but seeing it happen in game becomes a bit overwhelming. I could see this become a nice competitive board game style game with a bit more polish.
The concept is quite interesting. If you were to improve on the game, I think some player guidance elements that identify the objectives around the level would help (outline material, waypoint, etc.). Being able to clearly find/figure out where you need to go before an attempt helps the flow of the experience.
Thanks a lot!
The growing platforms are simply a static mesh that is set to scale over time to a desired (adjustable) size based on a editable pivot point its attached to. Had to do some tweaking to get them to grow exactly as intended, but with a debug option that allows to see both end states at any given time, it was fairly easy to populate the game with them.



















