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A member registered Oct 03, 2016 · View creator page →

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Hey SANSTHEPUNNY. Sorry to hear that the office is too dark. I may be able to fix the problem, but I need to know a few more things so I can better determine what the issue is.

If possible, can you take a screenshot of the game and post it either in a reply here, or on a platform like Imgur? That way I can take a look and see if it is a shader/graphics conflict with the game.

What platform are you running the game on? Are you running the game on desktop (Windows, MacOS, Linux), web (WebGL), or Mobile (Android).

If you are running the game on Android, are you running the gamma version or the normal version? Have you tried the gamma version? If you are not running the game on Android, have you tried the legacy effects? The legacy effects are slightly brighter overall, so maybe that will help.

Thanks! 🙂

For anyone on Itch.IO wondering, here's the Gamejolt comment:

Anyway, to answer your question, yes and no. I think I have discovered what the problem is, and I think I have found a way to replicate the problem on the official Android emulator.

The problem appears to be the Android devices that are not working do not support the full OpenGL ES 3.0 spec. This is a bit of a problem because I am using a linear color space in Unity so the post process effects work correctly, which requires OpenGL ES 3.0. I can compile for OpenGL ES 2.0, which should fix the problem, but I have to switch to gamma color space, meaning not only do the post process effects not work correctly, but also the game is very dark and hard to play.

I may have some solutions, but it will take a bit to work through them, especially with the holidays coming up. I'm shooting to release a bug fix version 0.5.1, sometime late December to early January. Please try to be patient until then 😉

Thanks for inquiring, and happy holidays! 🎉

Thanks jts0329, I really appreciate the feedback and compliment!

I am glad you are enjoying the game, and I will do my best to keep working on it and make it even more fun and fully featured.

I have some plans for some Easter eggs, just need to find the time to add them 🙂

I think I get what you are saying. I'll see about making the jumpscares faster, and with more threatening/rapid movement. I'll take a look at the jumpscares in FNAF 2 and 4 as reference. I will add redoing the jumpscares to my list of things to add in a future version :)

Thanks jts0329!

I can probably rework the jump scares. Anything in particular you feel is missing from them? I know they are not terribly scary, but if there is anything else you feel is missing I'll try to take that into consideration.

As far as the options not working, did you change the minimum and maximum animatronic count? By default the game is set to only spawn 1-3 animations at a time, but you can override this by setting the the minimum and maximum animatronic count to a higher value. You can also force it to spawn all animatronics by enabling the "No duplicate animatronics" option and setting the minimum and maximum to something like 20. That should spawn all of the animatronics.

Thanks Jupiter_Hadley!

Thanks for the suggestions supernewtonbros! I appreciate it!

While I have a general idea of what to add and how, I'm always open to any suggestions and/or other forms of feedback anyone has to offer. 🙂

I'll add adding Phantom animatronics to the list of things to add in a future update. I think the ideas are good, I'll just need to prototype and test them to see which works best with the game play and with the code base. While I cannot guarantee they will be added, I certainly do not mind giving it a short and seeing where it goes.

Thanks again!

Thanks Jupiter_Hadley!

Thanks +>eons!

Once the jam is over, I will add configurable controls and I will see about polishing the the overall game play in regards to the controls.

Thanks again!

Thanks Akien!

Thanks kidscancode!

Okay, so I should (in theory) be able to  reproduce the freeze, since I am also on Windows 10 64 bits. Thanks for letting me know, I'll look into it! And don't worry about not knowing where it was, I'm just trying to pin down what could be causing the problem. Knowing it was before the 3D stuff really helps a lot!

I have a update coming soon that fixes several smaller bugs with the game, and I fixed what I think was the problem with level 4.1, so maybe it is fixed now? I'll see if I can reproduce the freeze in the current version, and then I'll see if I can replicate the freeze in the new version.

 I will look in to getting a fix, if the coming update does not already fix it. Thanks again for the help!

Great! Thanks Akien! I’ll start working on a bug fix then!

Ok, thanks! I’ll look into it and see if I can fix the issue!

(And I will be making a bug fix changing the controls soon!)

Thanks dalton5000!

I will see about either making the blur not quite as strong, or add configurable blur strengths, in a future update (post jam). I will add it to my list of things to do post jam!

Thanks MiniChimera!

The blur effect is just a slightly modified version of the vignette shader found in the Godot demo repository. If I remember correctly, the shader is stored on a TextureRect in the Level_<number here> scenes.

Soon I will be releasing a update to fix a few bugs, and I will be remapping the controls (but not adding configurable controls, which will come later). Sorry to hear that it froze your computer. Do you mind telling which OS you used, and (if you know) roughly where it froze? I have a hunch that the freezing is occuring either at level 4.1 (the ‘secret’ level) or level 5 (where 3D is introduced), but that is just guessing on my part.

Thanks again!

Maybe it was the second to last level. To be honest, I don't remember which level it was exactly, other than it was near the end. It wasn't bad though! Just a little harder than the others. I really liked playing through the game!

I totally get wanting to make more levels. I wanted to make 15 levels for Dreams of Fire, but in the end I could only manage 10, and I really only managed tho have 10 because I worked like crazy the day before the dead line and the day of the dead line. Making levels is surprisingly hard, and making interesting levels is even harder!

I really like the idea and the game was a lot of fun to play! It is a really neat take on the theme. The game is pleasantly challenging, with the exception of the last level, which I felt was a little too difficult, but that by no means ruined the experience for me.

Well, I got those cookies :)

At first I had a really hard time figuring out what I could walk on, and what I could not. I think the reason I had difficulty was because the dirt/ground tiles have boarders of snow, suggesting they higher/lower than the rest of the snow (I thought the white snow tiles were the ground at first). I would (maybe) remove the snow boarder on the dirt/ground tiles to give a better visual contrast, which may help make it a little more obvious at a glance where you can walk. To be fair, once I figured it out I had no difficulties, so maybe no changes are needed.

The only other thing I had difficulty with was I did not realize I had to go through the burnt house to get to the lake, though that is my fault since I missed the clue in the text the first time.

Other than that I was able to successfully go through the entire game, and it was pretty fun! I really liked the RPG Maker vibe I got, especially from the text boxes.

Thanks Davi Fox!

I will see about increasing the overal speed of the gameplay in a future update (after the voting period). Sorry it froze your PC, that does not sound fun. What OS did you use? If it is a bug, I may be able to replicate the freeze and fix it!

Thanks again!

Does changing the controls count as a bug fix? Several people have said the controls are rather awkward, so if possible I would like to change them a bit to make the game a little easier to play. I would just change the key bindings, not adding any additional functionality (like configurable controls).

Thanks lokijki!

Thanks NLAigis! I really enjoyed watching the video!

I agree that the controls need fixing, and if possible I will change the controls in a bug fix. If not, then I will definitely change the controls (and add configurable controls) once the voting period of the jam is over. My apologizes that the controls caused so many issues for you, especially right when you were at the end of the level.

I am not sure on what is causing the 2D character getting stuck, but I will look into it!

Unfortunately I cannot fix the 3D camera angles until the voting period is over (as personally I feel changing the camera angle does not count as a bug fix), but after the voting period is over, I will look into finding a better camera angle.

As for the 3D lighting, I'm not sure what is causing the problem. The light used is a directional light (Godot's version of lights like the sun) attached to the scene, not the player. However, it very much looks like it is attached to the player on your video. Do you mind sharing which OS you were using to record the video? I developed the game on Windows 10 64 bit, but maybe I missed something... Regardless, I'll look into it!

Thanks again!

Don't worry, once the Jam is over I will add configurable controls! I'm going to ask and see if I can change the controls as part of a bug fix (but not add configurable controls, since that would be adding a feature).


Thanks quirkySketchman!

As I said to Mr.Slurpy, I will see about increasing the speed of the animations (in a future update, since I have to wait until the voting period is over).

Thanks again!

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Thanks Mr.Slurpy!

I will see about increasing the overal speed of the game, the transitions, and (especially) the jump animation, as I agree they are a tad slow.

Edit: I’ll have to change the speeds in a future update, since I have to wait for the voting period to end. Thanks again!

Thanks William!

I'll add zooming and configurable controls to my list of things to do once the jam is done.

Thanks AlexandrosKap!

I thought the connection was cute too! It was nice to work on a more cute themed game, since most of the time I tend to make more serious, dystopian themed games.

Thanks again!

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Thanks horrorvacui!

I had plans to include configurable controls, but alas there was not time.

Edit: Not sure why it cut off the reply. Sorry about that! And thanks again!

Having participated in several game jams (I have lost count at this point), Here are my tips/tricks/advice:

  • Keep your game idea(s) simple. Especially in short game jams, time is of the essence! Do not aim for a
    completed game, or even polished game, because frankly you will not have time (no one does).
  • Plan ahead if that is your thing, or don't, but regardless do whatever development workflow suits you best! A short jam like this is not the time to be trying new workflows you are unfamiliar with.
  • Play to your strengths. I would highly suggest playing to your strengths first, and if time allows then add everything else. It makes it much easier to have a prototype when you focus the core of the game around your strengths.
  • Get sleep and eat food! I would highly suggest not skipping meals and sleep! Overworking yourself does not make a great game! Get enough rest and eat!
  • Don't compare your game with others! As long as you are happy with what you have made, and had fun, then that is all that matters.
  • Ratings (good, bad, or otherwise) mean nothing! Having lots of ratings does not necessarily mean your game is great, and having no ratings doesn't mean your game is terrible. It can be discouraging to get only a few ratings (or none), but just keep at it! Getting lots of rating is cool and feels great, but honestly it rarely means anything beyond the jam.
  • Have fun and try not to get discouraged if things go wrong! The whole point of a game jam is to have fun making a game with others around a set theme.

Good luck everyone! I can't wait to see all the amazing games!


Hey! Sorry about the delay in getting back! I was busy until recently and didn’t see the notification until now.

As for how the update is going, I actually had to stop working on it. Real life got in the way and I needed to shift my focus to other stuff. To be honest, I totally forgot all about it until now.

Currently I have no plans to continue the update, as I’d rather use my time elsewhere on my own original stuff.

I am currently working on hard on new projects, and on something I think will help game developers! I’m really excited to let everyone know all about it once it’s ready, which will hopefully be soonish.

As for this game,  who knows?  Maybe something FNAF purgatory related will eventually make it’s way back into my schedule :)

Thanks for asking!

(I really should make a devlog post explaining all this, so everyone knows ...)

Thanks BinaryShred!

Thanks Zen00!

From my experience in jams (5+ now), It's generally its okay to update your entry to fix bugs during the voting period. In other words: If something is making your game unplayable/buggy, it is okay to fix it as long as nothing new is added. It is generally not okay to add additional features/content/sounds/assets while the voting period is going.

I'd ask HeartBeast if you want to know officially. What I said is just from my experience, not the rules for this jam (and until we know officially, I would assume we cannot update during the voting period, to be on the safe side)

My game is based on a barren island, with limited/scarce sources of drinkable water. Not sure on the end goal just yet, but I have a few ideas.

Having been participated in several game jams (6+? I've lost count...) I would suggest joining a game jam if you want! It is a great opportunity to release a game you've made out in the world. My games gathered dust on my hard drive until I joined my first game jam!

Here is some advice I would give myself if I could go back that may help you:

  • Keep your ideas for the game jam simple. Especially in 3 day jams, time is of the essence! Do not aim for a completed game, or even polished game, because frankly you will not have time (no one does).
  • Plan ahead if that is your thing, or don't, but make sure to do whatever suits you best! Do what you know and is fun for you, not necessarily what you view as the most 'productive'. Many times I read people saying stuff like 'plan out your game ahead of time' and stuff, and while that works for some (and that's fine), it may not work for you. A three day jam is not the time to be trying different development styles! (Side note: I do not do any planning before a jam! Its strange, but its what works for me)
  • Get sleep! Overworking yourself does not result in a good game! I would highly suggest NOT working all night to get extra features in your game, but rather getting enough sleep that you feel ready to work and have fun.
  • Don't compare your games to others. Everyone who enters game jams have differing levels of experience. If you are happy with what you've made, then that is all that matters. Ratings/Comments/Downloads are nice, but having fun is the most important part. Remember, everyone starts from zero! No one got to where they are overnight! Even the most talented game developers started at the bottom, and had to make LOTS of games to get to where they are today.
  • I cannot stress this enough, but keep your game idea(s) simple! Do not try to go into this planning to make a amazing entry. There simply is not enough time. Make a game that you find interesting, but is something you know you can (reasonably) achieve! Nothing is worse than having to quit because your idea was simply impossible given the time frame (trust me, I've had this issue a lot)
  • Your (good, bad, or neutral) rating means nothing. Every jam I've been in has a rating system, and they all have their own flaws. Having lots of ratings does not necessarily mean your game is great, and having no ratings doesn't mean your game is terrible. It can be discouraging to get only a few ratings (or none), but just keep at it! Even when you get a lot of ratings, it doesn't mean anything! Ratings do not reflect the quality/fun/polish of your game! (BTW: I have nothing against having ratings in a jam! They just have some interesting flaws at times, and many people judge their game based on their rating, which can lead to disapointment if you get a bad ratings/few ratings)

I'm not sure how helpful the above advice is, but that is what I would tell myself if I could.

Game jams are fun and almost all of the jams I've been in have been friendly. I think this jam would be a great jam if your starting out!

The biggest thing is to have fun and not get discouraged!

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Thanks georgestomatoes!

I know the difficulty needs tweaking, and I’ve tried to fix it in the sequel. Currently I am remaking FNAF Purgatory 2 with a art style similar to this game and I plan on doing extensive play testing to ensure the game is a little more balanced. You can play FNAF Purgatory 2 here (though it is the legacy version. See the devlog for more information)

Thanks again!

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Thanks joel127!

I fixed most of the player collision issues in a recent update. That said, my entry should probably be judged by the initial release (the state it was in when I submitted to the jam). Thanks again!