This game is a lot of fun, I love the music it really added to the searching vibe! My only frustration was the movement/camera controls, I couldn't quite get it to feel natural using M+KB.
Play But where is he?
But where is he?'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Theme | #1 | 4.143 | 4.143 |
| Best Gameplay | #2 | 3.943 | 3.943 |
| Overall | #2 | 3.905 | 3.905 |
| Wild Card Award | #5 | 3.629 | 3.629 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs were used in this submission?
This submission utilizes the following Synty Studios assets:
3D Models (Polygon Series):
Polygon City
Polygon City Characters
Polygon Generic
Polygon Icons
Polygon Kids
Polygon Particle FX
Polygon Shops
Animations:
Animation Base Locomotion
Animation Emotes And Taunts
Animation Idles
Tools:
Synty Package Helper
Tools
Comments
Thank you so much for the feedback, really appreciate it! I’m glad you liked the music — it was meant to enhance that “searching vibe” and keep the energy up during gameplay.
As for the movement and camera controls, you’re not the only one who felt that. On mouse + keyboard it can feel a bit less natural, so I’ll be improving that to make everything smoother and more intuitive.
Thanks again for playing!
The crowd system is superb. Love this game, feels so much alive.
I'm actually a really big fan of the dynamic "Where's Waldo" style of game, I believe there's so much room for this game to go, several maps, some type of clue system where you get more points by getting the right target when you know less about them, maybe some tool upgrades to help narrow the search. So much room for this to be a full game!
Thanks a lot for your comment, really appreciate it! I’m glad you enjoyed the dynamic “Where’s Waldo” style — that’s exactly what I wanted to experiment with. And you’re absolutely right: there’s a ton of potential for this concept to grow into something much bigger.
I love your ideas:
- multiple maps to bring variety,
- a clue system where you earn more points by finding the target with fewer hints,
- tool upgrades to narrow down the search,
- and maybe evolving mechanics across levels.
There’s definitely enough room for this to become a full game, and your feedback motivates me to push it further. Thanks for playing!
Fun game! For making use of Synty packs you've certainly done well, was this a pre-made map or did you put it all together yourself? It's very well done!
Love all the animations and little details, and the way the characters used random models each time. The only thing I wish is that you'd not changed the characters to complete yellow when highlighting them, it made it hard to compare against who I was looking for.
Well done!
Thanks a lot for the feedback! To answer your question: the map is the original one from the Synty pack. I didn’t have time to build a new environment for the jam, so I used the one included in the asset. I’m really glad you enjoyed the animations, the little details, and the random character system. And thanks for pointing out the full‑yellow highlight — I’ll adjust it so it’s easier to compare with the target.
Thanks for playing!
Nice game. The movement of the characters really made the place feel alive. I managed to get myself trapped under the floor a couple of times. A good extension to the game would be to have characters you're looking for in future rounds appear in static locations in earlier levels. It would be great to get the feeling of having seen someone before and trying to remember where. Thanks for making.
Thanks a lot for the feedback! I’m glad the character movement made the place feel alive — that was exactly the intention. And thanks for pointing out the bug where you got stuck under the floor, I’ll look into it.
I really like your idea: having future target characters appear in earlier levels as static NPCs. It would create that cool “I’ve seen this person before… where was it?” feeling. Great suggestion, definitely something worth exploring.
Thanks for playing!
Like a 3D wheres waldo, pretty fun game. Unfortunately there is that bug that other comments were mentioning where the ones you werent looking for looked the same as the ones you were looking for.
Thanks a lot, glad you found it fun — kind of like a 3D Where’s Waldo! And yes, you’re right: there’s a bug where some regular population NPCs slip into the list of characters you’re supposed to find, which makes a few of them look exactly the same as the target. I’ll fix that, but I’m happy you still enjoyed the game!
Hey this was really good, I think we play more of a security drone than a security guard hahaha. Also nice touch with all those settings to play around to mix the experience. I do have a question tho, is the character we are looking for unique? Because I swear I was clicking at the same kid in cargo shorts as in the picture only to have it be another kid that looked the exact same xD
Thanks for the feedback! They’re actually clones — what happened is that some regular population NPCs slipped into the list of characters you’re supposed to find. So a few NPCs can look exactly the same as the target, which can definitely trick you. It’s a small bug I’ll fix, but I’m glad you still enjoyed the experience!
Fun idea! I feel like a mall security guard after playing this) The difficulty options are a nice touch. Great interpretation of the jam theme!
I think it is the most polished game that i have seen until now. 52/78. Everything look great. It feels complete and that it is not for a game jam!! Excellent gob. I enjoyed a lot
Wow ! Really nice game with details everywhere (I liked the ads for Synty :-D). The game is exciting and it's fun to go throught the level full of life to search the character. Some extra points for the settings :). Nice work !
Thank you so much for your feedback! I’m really glad you enjoyed all the little details. And yes — the Synty ad you saw is part of the original pack, I kept it as is because it adds a fun little touch to the environment.
I’m also happy the map and NPCs felt alive to you. Building a lively world where every corner moves and reacts was a big focus, so it’s great to hear it worked well.
And thanks for the kind words about the settings — I wanted the game to feel complete even for a jam. Really glad you liked it!
A very polished game. I'm amazed by all the menus and settings before the game itself. Very complete in all aspects. I loved seeing a whole map come to life. I've never seen that before and it looked and sounded alive. I guess that you could spread this across all kinds of maps and environments. Seasonal games and such. So well put together. It was a lot of fun to play.
Thank you so much for your message! It means a lot to hear that you found the game so polished, even from the menus and settings. I wanted the experience to feel cohesive from the very first screen, so it’s incredibly motivating to know it stood out to you.
I’m also really glad the map felt alive to you. Making the whole environment look and sound like a living world was a big challenge, so your feedback truly means a lot.
And you’re absolutely right: this concept could easily expand into all kinds of environments — different malls, streets, parks, seasonal locations… there’s a ton of potential to keep the idea fresh and exciting.
Thanks again for the extremely positive feedback. It really inspires me to push the project further.
Really cool idea! I loved the map and the NPCs' actions(e.g., sitting on a chair or playing air hockey, etc.) I think the post-processing was too intense(especially the blur in the distance), but overall the colors and other visual effects looked great. Good work!
Thank you so much for your message! I’m really glad you enjoyed the idea, the map, and all the NPC animations — that part took a lot of work, so it’s great to hear it stood out for you.
You’re absolutely right about the post‑processing, especially the distance blur. Several players mentioned it, and it’s definitely something I’ll tone down to make the visual experience more comfortable while keeping the overall style intact.
Thanks again for the positive and constructive feedback. It’s incredibly motivating for improving the game further.
Mechanic is easy to catch. I like how everyone is moving and doing something, pretty awesome so many animations.
What I dont get is "who I have to find". The characters are repeated, on one game I think I found 3 different ones but the game keep saying it is not the one I am looking for, but if it looks exactly the same, how can I distinguish is not the one I saw before?
The worst point is the navigation. Quite frustrating, I feel it has been designed with a controller in mind.
As a game jam is perfect. With a bit of polish and some improvement I think you can give it a serious try and make some comercial version.
Thank you so much for your detailed feedback! I’m really glad you enjoyed the core mechanic and the overall atmosphere, especially how lively the mall feels with all the animations — that part took quite some effort, so it’s great to hear it stands out.
About who you’re supposed to find, you’re absolutely right. Some characters look identical, and in certain cases they are identical, which makes it hard to tell whether you’ve already found the correct one. This is a current limitation of the prototype, and I plan to add more unique visual identifiers (accessories, color variations, distinct features) to make the search clearer and more intuitive.
Regarding navigation, I completely understand your frustration. You’re right: the current movement system feels like it was designed with a controller in mind. A proper rework of movement and camera controls is planned to make the experience smoother and more natural on keyboard and mouse.
Thanks again for your message — this is exactly the kind of feedback that helps turn a game jam prototype into something more serious. I’m really happy you see commercial potential with some polish, it’s incredibly motivating for the next steps.
If you move forward for commercial game, I think you can have solo, PvP or team vs team. You work as security guy in the mall and someone gets to the information counter saying they lost someone and give you the photo and the last position where they got lost. You should navigate as a person rather than flying. You can add some mechanics like if you ask someone if they saw the person in the photo and they may tell you yes (where) or no, but it consumes time. You can maybe check for some security cameras (you need to play a lot to know where they are) to see whether you can see where the person moved forward.
If I would be in your shoes, polish it a bit, release it and test it with as many people as you can find. If they find a hook and there is replayability, test some mechanics and repeat. The path will be clear.
Once the mall is completed you can add other scenarios (a village?, a mall?, an office?) and game is served.
Maybe you can get inspired by "Spy Party" game.
I like the controls, and I've always loved 'wheres waldo' type games! The post processing was a bit intense for me, but the game looked and played great otherwise. Great job!
Thank you so much for your feedback! I’m really glad you enjoyed the controls and the “Where’s Waldo” vibe — that’s exactly the feeling I wanted to capture.
You’re absolutely right about the post‑processing being a bit strong, and it’s something I’ll definitely tone down to make the visual experience more comfortable.
Thanks again for the kind words, it really helps and means a lot.
This game does a great job with the mall emersion! Everything looks so alive and vibrant. The game itself is a fun and satisfying loop to play.
The only feedback I have is to maybe put a limit on the x-ray ability, or limit it per person found (e.g. you can use it twice between each person found). It is too easy to just spam and find the people you need. I know the first level that I played, I just looked without it. But definitely used it for the higher levels when you had to find 4 and 5 people.
Overall, I enjoyed this game very much!
Thank you so much for your feedback! I’m really glad you enjoyed the mall atmosphere — making everything feel alive and vibrant was a big focus, so it’s great to hear it worked well. And I’m happy the gameplay loop felt fun and satisfying for you.
About the X‑ray ability, your feedback is spot‑on. You’re right: once you reach levels where you need to find 4 or 5 people, it becomes very tempting to spam it, which reduces the challenge. Adding a limit — either a cooldown or a fixed number of uses between each person found — is a great idea. It’s exactly the kind of tweak that can make the game more balanced and engaging.
Thanks again for sharing your thoughts. It really helps shape the future of the project, and I’m glad you enjoyed the experience!
Wow, thank you so much for your message! It means a lot to hear that you had such a great time and that the game stood out for you. Even though there are still a few things to improve, knowing you enjoyed it this much is incredibly motivating.
I’ll keep working on updates to fix, polish, and expand the experience so it gets even better. Thanks for sharing your thoughts — it truly helps.
This game offers a fun and engaging concept that immediately catches the attention of players who enjoy creative hide‑and‑seek experiences. It definitely deserves to be followed as it grows, and I hope to see future updates that expand the content — especially new maps to keep the gameplay fresh and exciting.
Thank you so much for your feedback! I’m really glad the concept caught your attention and that the creative hide‑and‑seek style works well — that’s exactly the experience I wanted to build.
And you’re absolutely right: the game deserves to grow, and new maps are definitely part of the future plans. More variety, more unexpected situations, more ways to surprise the player… that’s what will keep the gameplay fresh and exciting over time.
Thanks again for your message — it’s incredibly motivating for the next steps.
Merci beaucoup pour ton retour ! Je suis vraiment content que tu aies apprécié l’ambiance et le rythme du jeu — c’est exactement ce que j’essaie de construire comme identité. Et oui, il reste encore pas mal de petites choses à peaufiner, je te rejoins complètement.
Ton message montre que la base fonctionne bien, mais qu’un peu plus de polish rendrait l’expérience encore meilleure. Je vais continuer à améliorer les détails, ajuster ce qui doit l’être et rendre le jeu plus fluide et agréable.
Merci d’avoir pris le temps de partager ton avis, ça aide énormément pour avancer.
L'idée du jeu est sympa et offre un bon défi d'observation. J'ai parfois trouvé certains éléments un peu difficiles à repérer, ce qui peut ralentir le rythme, mais cela fait aussi partie du challenge. Avec quelques ajustements pour améliorer la lisibilité et le confort de jeu, l'expérience pourrait être encore plus fluide. Dans l'ensemble, c'est une participation prometteuse qui montre de bonnes idées.
Merci beaucoup pour ton retour ! Je suis vraiment content que l’idée du jeu t’ait plu et que le défi d’observation fonctionne bien pour toi. C’est vrai que certains éléments peuvent parfois être un peu difficiles à repérer, et tu as raison : cela peut casser un peu le rythme… mais ça fait aussi partie du challenge que je voulais créer.
Cela dit, ton commentaire est très pertinent. Je vais travailler sur la lisibilité, le confort visuel et quelques ajustements pour rendre l’expérience plus fluide sans perdre l’esprit du jeu. Ce genre de retour est précieux pour faire évoluer le projet dans la bonne direction.
Merci encore pour ton avis — ça motive énormément pour la suite.














Leave a comment
Log in with itch.io to leave a comment.