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In the Eye of the Beheader's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Humor | #5 | 3.229 | 3.229 |
| Visual Design | #8 | 3.914 | 3.914 |
| Ultimate Impression (this decides the winners) | #8 | 3.371 | 3.371 |
| Audio Design | #16 | 3.200 | 3.200 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I don't generally enjoy these types of top down games because I often find combat in them to be clunky, but I really enjoyed my time with this one. The art heavily carried it for me, I am an absolute sucker for dithering lmao. Also the iris's seemed to glow in the dark areas, which was really really nice looking. Like when Eileen is following you and she is in the dark, but her iris is very bright still.
Also somehow it only just occurred to me that Eileen and Isaac both have eye names lol. I guess so does Ryan now that I think about it.
Given the timeframe, this game was pretty well written, had good cutscenes and seemed technically very impressive :) I would love to have a resolution to why the bodies were re-animating, but I imagine you ran out of time haha.
Great job on your submission!
Thank you so much! I'm very glad you liked it, even if combat in these types of games can be a little wacky. I plan on going back and fixing combat a little but I might focus more on improving stealth. It's funny, I tried the dithering style for my first ever game jam but I did the art way too big so when I scaled it down the dithering looked terrible, I'm glad I tried it again though cause the dithering is a cool way to shade stuff.
I'm glad you caught the eye names, if you check the incubator there are a ton of other punny names.
Thanks for all the compliments, I'm gonna go back and fix the game up since some of the stuff can be a bit buggy first, but I also want to try adding more to the story later on.
Very nice. Concept is pretty funny but also horrifying. I thought the game was going to be shorter then it was which is a pleasant surprise. The lighting kept things visually interesting. Story was engaging. Overall polish was extending.
Obligatory criticism: movement felt clunking with doors and with fighting.
This is an entry that could be expanded into a full game.
Thank you so much! I should probably have kept the scope smaller, but two week jams always trick me into thinking I can do a bunch more time. If I was a wiser man I probably would've fixed up fighting and doors instead of doing water since water was one of the last things I did but at least it wasn't too janky.
Obligatory response: doors and fighting will be fixed, lol.
I'm not sure what I'd want to do to expand it as of now but hopefully something will come to me in the future with why the corpses are moving all of a sudden.
I enjoyed the project, the story seemed interesting, and things were pretty straightforward. The progression was nice.
Cons: I assume the theme of degradation is that the "Suit" is degrading over time? I was not sure, though, as there's no theme within the mechanics of the game, I also could not identify any of the Diversifiers. The combat also did not really feel very responsive. It was more just a button mash and hope they die, with no indication of them taking damage. My feedback would be to have some kind of response. Be it a stun and slight knock back or an audio queue of them taking damage. Also the interaction with doors seemed unnecessarily complex since there is no game play effect of it.
Pros: I enjoyed the puzzles and found the art style quite enjoyable and unique. The project seems like something that could be expanded into a full product due to the story seeming unique and expandable from the point it currently is. I enjoyed the levels being shown of getting in and out of the water, and also found the world pretty immersive. I was already wondering what would be coming next.
Thanks for playing! I'm glad you felt progression was nice and that I have a good base to build from! I'm glad the world felt immersive, I was pretty proud of the water animations so I'm happy you picked up on that! Thanks as well for your comments on the art style, I tried this art style for my first ever game jam and it totally flopped but I figured I'd try it again and this time I actually had great success!
On the itch.io page I probably should have wrote this a while ago, but you are correct in how the theme is used!
Erosion was used as the main motive for why the eye-people have to get new suits. The diminishment of the suits can act as a diminishment of the body and of material. Without the bodies eroding, Eileen wouldn't need Ryan to go down and get the new suit ready, and Ryan wouldn't need to go out into the sewers. This materialistic way of treating humans led into my diversifiers.
I chose two diversifiers: treasure hunting and digging deep. Treasure hunting is used through the objective, the treasures are suits. The importance of them are stated in scene 1. While they are not typical treasures like gold or silver, to the eye-people they might as well be. In scene 3 Ryan goes hunting for a new suit, he doesn't know if it's a guaranteed thing so he has to search and explore the sewers leading into the second diversifier. Digging deep is used in the sense of going deep into the sewers to find a body, even though there's no dirt to dig it's still technically going deeper underground to get something.
The combat was pretty unresponsive, I plan on fixing that soon after the jam ends so it feels better. I plan on having particles on the walking corpses when hit and a proper sound for the axe when it connects with things. Doors are unnecessarily complex but I wanted to try something new and cool, they just need a bit more tweaking to feel good.
Congratulations on this project. The story is intriguing and the world is immersive. The touch of humor in the dialogue really worked for me.
The gameplay is solid, though I think it could use some feedback on actions. Itâs hard to tell whether our attacks were effective or if we managed to open a door.
But overall, I had a lot of fun!
By the way, it looks like our games share the same universe ;)
Thank you so much, I'm very glad you found the world immersive and story interesting! I've been meaning to play your game since I found out about it but have been caught up with going through the ones with little votes.
I found it super cool that we both focused a lot on eyes, it's eye-tastic!
Thanks for reminding me about the door feedback, I plan on adding more feedback in general but you reminded me that I originally planned on having door stuck sounds if you try to push a pull door or pull a push door.
Some things in this game are fantastic: the door physics for a 2D game, the "height" system like being able to go down into the water or climb over the wall to get out.
The game feels very unique, and the horror + humor setting works really well.
The only downside for me was the gameplay itself: sometimes itâs hard to tell if youâre actually hitting something with the axe, or if some objects are being hit by the eye beam. Also, in the WebGL version the game always crashed for me when I hit the body in scene 2
Thank you for the compliments and criticism! I'm glad you liked the water, and the door physics (even if they're a bit janky as of now). Thank you as well for checking out the sewers and going through the tedious process of accessing it through the scene menu, I'm sorry that the game crashed in scene 2 but I'm thankful you let me know about it. I'm also glad you feel the horror and humor worked out well!
After the jam has ended I'll be going back and smoothing things up like hitting something with the axe, I didn't consider the eye beam feedback but now that you've mentioned it I'll be going back and fixing that up as well.
That crash should also be taken care of by the time I can update it. The crash happens when a table or object that the corpse knows about is destroyed. I assumed my code for it would've worked but testing it in the debugger didn't allow me to realize that I couldn't use the objects as keys in a dictionary since they become "PREVIOUSLY_FREED" instead of stuff like "table".
You mentioned how you encountered that crash in the WebGL version, did you try the Windows version and it didn't crash? When I was testing the game after hearing about the crash I noticed both versions crashing but I want to know your deeper experience with it.
yes, the WebGL version crashed for me three times at the same point, but the Windows build worked without any problems.
Maybe I didnât hit the table, Iâm not completely sure about that.
Thank you so much for going out of your way to try the Windows build when the WebGL version crashed, it means a lot to me. And thanks for replying, even though it might not be the issue it makes it way easier on me when checking crashes and bugs.
This is probably one of the most unique games I've seen in a while. The art is great, the humor is solid. Great job!
Thanks! I tried to make something interesting and I felt like there weren't going to be a lot of 2D games, plus I've never made a 3D game before so I was kinda stuck in 2D. Glad you liked the art and humor!
Ok this game is awesome man. The art is so crisp. The plot is interesting and really really creepy. I wasn't expecting the THING you made the player do in the first levelđ. The ending was also pretty well made with that last scene. Overall, really enjoyed it. Awesome work. Probably one of the best game in the jam if not the best one.
Thank you so much, you're super kind! I'm very glad that you feel I did good with the art and plot. I was pretty excited to see how people would respond with being forced to do what Eileen asked, I'm glad it made an impact! I'm also glad you liked the ending of the last scene, I plan on going back after the game jam and adding a drawn cutscene with Ryan getting on his new suit so hopefully it ends even better.
Really a fan of the art style, especially the way the characters move I thought was neat. Very good mix of both horror and humor. The attacks with the axe felt like they did not register at some points and sometimes the humans would get stuck, but those were the only problems I had. Well executed within two weeks!
Thank you so much! I didnât want to animate a whole bunch but I still wanted there to be movement so I had to cobble something together but it seems it still worked out well. Iâm very glad you felt the mix of humor and horror went well, I was planning on having humor be incorporated more in game through enemies tripping on things like the tables, but Iâll have to see after the jam if thatâd still be a good idea.
The axe does feel wacky as of now but thatâll be fixed soon, however the humansâ pathfinding will take a bit more time. I think the humansâ are getting too focused on where they felt vibrations the strongest rather than which vibrations were closest so thatâs why theyâll sometimes continue to run into a wall.
Really liked the atmosphere and right at the beginning got me wanting to learn about the eye people, unfortunately the game seemed to crash after killing the second intruder so thats where my run finished, but really cool concept
I'm glad you liked what you were able to play. I'm very sorry that you experienced the crash, I'm not sure how many people have experienced it but I'll be fixing that immediately after the jam ends.
If you still want to try the sewer level just for fun you can press "CTRL + ALT + P" on the scene select screen. I don't believe there are any crashes in the sewers as breaking the tables in scene 2 is what causes the crash.
The ending was a little abrupt, and the combat a little janky/unclear(reactionvise), but the overall quality of the experience more than made up for it. My first thought was "well, thats messed up". The most creative effort I played so far. Nice work!
Thank you for playing! The ending was pretty abrupt, I originally wanted the man to shoot and run away in triggers around the sewers till finding him in the ending room but I ran low on time. Combat is planned to be fixed, I might keep it a little stiff feeling since I want to prioritize stealth a bit more in the future but I want to give it good feedback so the player knows the axe connected.
I love the dialogue and the plot! Got kinda hopelessly lost in the sewer and eventually gave up---my senior citizen laptop was also having trouble running the game---but I would definitely buy and play this game if it was released with more polish and full length!
Thanks, the plot was definitely one of the stronger aspects of my game. I totally get your reasoning for stopping in the sewers, I have a craptop too and most of the jam entries have been making it want to blow up.
I don't know if this was a glitch or something but it seems like there is a wall missing here, anyways, The gameplay was so fun and the dialogues were very funny, I liked the combat system because it was not only left click and kill everybody. Great job with this one!!!!!!!!
Thank you so much for playing and catching that missing wall, the screenshot really helps! I'm glad you thought the gameplay was fun and that the dialogue was humorous. I'm glad you liked combat, when I update it I'll be adding a lot more feedback to hitting things with your axe.
This game is so good!! It tells a complete story, has an interesting world and the visuals are a feast for the eyes (heh)! The only critique I can make is that the axe collisions are a bit weird, also you can fight Eileen which while funny, is a bit weird if you accidentally shoved her. Overall, this game is awesome, great job!
Thank you so much! I tried my hardest to get a compact but thorough story across and I think I accomplished what I wanted for the most part. Originally I was planning on more sound effects and voices so I have a few scrapped sounds for if Eileen gets shoved around lol.
Visually amazing style. I was able to finish the entire game. I liked the idea of an underworld inhabited by these eyeballs, and the insinuation of an over-guiding set of rules or some form of council that governs it.
The dialogue of the Ryan was well written. I was able to subtlety pick up on the eeriness in his seemingly normal lines. Was portrayed well.
I found one bug; I killed a dude in front of a switch; and the body was consuming the projectile before it could hit the green switch. So I soft-locked myself first playthrough.
Played this one on stream as well, timestamp 1:40:00 approx.
https://www.twitch.tv/videos/2719230290
Thank you so much! I'm super sorry that that bug happened but I'm very appreciative of you going back through the sewers to finish it.

I'm glad you thought the dialogue was well written, usually I'm a pretty bad writer when I work on games but I think this time my somewhat alien way of speaking pulled through. Thanks for streaming it btw, it's awesome to see my game out there and I'm glad it worked for the most part.
Also, thanks for reminding me, Enter also works for pausing the game, I'd just been testing it so much through the debugger that I had forgotten to list proper controls that wouldn't mess with full screen mode.
I meant to add a checkpoint at the area with the eye-man in the sewers but unfortunately I ran out of time. Once I the jam is over I plan on going back and fixing bugs as well as adding polish.
Also also,
I loved the story and the handmade visual design.
I'm a big fan of offbeat horror like this.I also really liked the humor, like when Eileen feels sorry for the victim who had to put up with the smell of the old outfit lol
At first, I had trouble with the doors because they closed as soon as I touched them, but you get used to it!
PS: The scene where Eileen changes her outfit was CRAZY, and well done for choosing a 2D game in a horror jam. It was a bold move, but very successful!
Great job!
Thank you so much! I'm glad you found some of the dialogue funny. The doors are a bit jank, I think I fell into the developer mindset of knowing how they worked pretty early on so I just kinda hoped and prayed that people would figure them out.
Thanks as well for the compliment about being 2D! I was a little worried at first that a 2D game just wouldn't hit the same as a first person 3D game but I still tried it anyway.
Very cool visual style for the characters. Game and environment feel alive with the amount of things you can interact with. The world is interesting. However I do feel the combat feels disconnected, as I wasn't exactly sure if my attacks were hitting or not, and if they were meant to be OHKO? An indicator for a hit landing would help this. Overall has great foundations and interesting story.
Thanks, I'm really glad you liked the visual style and environment!
Sorry about the combat, your axe does deal damage rather than an OHKO and certain enemies in the Sewers have different stats for health and defense. The enemy makes a noise when its hit but it's way too quiet, when I go back post-jam I'll add a sound for the axe connecting to give it better feedback.
Very playable compared to some other jam games I have played. Also funny little pun with the character name, I saw it :)
Overall I enjoyed it. Struggled with the doors a little bit, but so be it. Would recommend, fun time.
Thanks, I'm glad you felt it was playable! I was worried that the crash in Scene 2 would ruin everything but I'm hoping not many people had to experience it first hand.
Doors are a little wonky, I wanted to do something fancy rather than just pressing space but I didn't spend enough time making them feel smooth. When I go back after the jam I want to try and fix that but it may take more time than other bugs.
Great art, story and atmosphere! The lighting FOV and doors are fun, and the extra interactions added like toggling the TV + lampshades make it feel very polished
I felt the combat a little hard, I ended up dying in the sewers at the same bit twice - I think you have to properly swing the axe while facing them and then you OHKO the enemies? Couldn't seem to get it to consistently work
Thanks, I tried really hard to get the shading to look good! The doors came out a little wacky but I thought it'd be cool to make them have some more interaction than just pressing space.
The combat is a bit tough, I originally planned more on having stealth be better but I was walking a tightrope between having them be super dumb and not notice you at all to being able to track you wherever. The enemies do take damage and certain ones have different stats for speed, health, and defense. The head of the axe deals damage regardless of direction but there's a lack of feedback when you hit something since the enemies' hurt sounds are too quiet. When I go back to fix bugs I want to make a sound for the axe hitting something and also add a blood particle effect to properly display a connecting hit.
Really stunning game! I love the art style and the story. The cutscenes are also incredible!
Thank you! I wanted to add a cutscene at the end of the sewers but ran out of time, I think I'll add it after the game jam ends when I go back to fix bugs.
Great little game! I love the story and the characters, everything about this felt very unique.
Thank you so much! That's super kind of you and I'm glad you enjoyed it.