Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

abigdinosaur

226
Posts
1
Topics
16
Followers
10
Following
A member registered Jun 12, 2026 · View creator page →

Creator of

Recent community posts

Ah, I see. If you ignore lampy on day 1 when he tries to unlock it, the conversation is still available later but it does not enable the automation. I suppose 2 things need fixing there, make the activation more obvious (currently it spams his switch on/off SFX and pops an exclamation mark above his head, but with low/no audio it's totally missable) and make sure it always works regardless of when you have the conversation with him/just force it on if you don't do it on day 1.

Thanks for letting me know!

Haha, I love this! Very fitting and inspiring somebody to write an SCP entry might be my life's greatest achievement. Thank you!

(1 edit)

Can't believe it took me so long to get round to this game, why was it hiding so far down my list?? This is a crazy achievement for 7 days, everyone involved is so talented I'm actually in awe.

The pixel art is well drawn and I especially love how it was implemented with the lighting/shadow effect on the ground elements as you walk. Really appreciate that extra care taken with the details. The character art/dialogue portraits are beautifully drawn and coloured, so much personality in every one and the cast is huge! Talking of characters, the dialogue was also well done and fitting to each personality and the game as a whole felt very cohesive in how it was presenting its narrative.

The music was gorgeous and very complementary with the overall tone and setting, however I was a little sad that it seemed to cut in and out in a way that didn't seem entirely deliberate? I'm not sure if it was intentional to have it come in and out, but the cuts were abrupt enough that to me it felt like it was supposed to loop, but stopped.  I would've liked to hear more of the music because I was enjoying it a lot.

The other side of the audio - the SFX - was excellent, the occasional ambient noises were so perfect and occasionally creepy, really well executed and added to the atmosphere.

Okay, I will take a break from the glazing now to bring up the minor negative parts - firstly the UI elements (buttons on the book, settings menu) being default felt very out of place for how visually cohesive everything else was. Secondly, there were some typos in the dialogue... I wish I had more criticisms than that so this comment is less disgustingly lovey but I've got nothing. Oh the music thing! Yes we'll add that to my list of negatives, none of which are dissuading me from giving 5 stars in everything...

Gameplay, for me was very satisfying. Mind bending at times, but it felt fair. I liked that each level you kind of knew you were going the wrong way because you didn't have the new rule yet, but you had to follow the instructions "undecoded" to unlock the new rule to then follow the same instructions decoded to reach the goal. It felt narratively impactful to have to go through that.

Congratulations to the team, this is such a fantastic entry!

Wow that sounds like a terrible time! Sorry about that, and sorry for your finger getting so far without it, that's impressive work! I'll try to figure out how this bug is possible, but unfortunately I won't be able to upload a fix until the jam's rating period is over in 10 days.

I don't remember precisely the steps I took before that point, to be honest once I realised the jumping mechanic I spent quite a bit of time just flying around exploring so it's absolutely possible! I remember moving onto the sand timer section, and the slightly different coloured underground section? Not entirely sure which order I did those in... but I think I unlocked the wall jump in or just past the bit I felt was underground.

Very stylish, I liked the aesthetic and tone a lot.

Visually the art was well produced, and the post-processing helped carry the atmosphere really well. Music and sounds were all spot on and felt satisfying.

The UI was a little overwhelming, you had a lot of concerns to fit in to each individual "menu" (the computer and the radio) and I think you did a good job with how it looked and work to a point, but my one gripe was the speed at which everything happened. Particularly on the radio there was a lot of fast messages and inconsistent automated switching of which message was playing which was a little disorienting - I couldn't really understand why sometimes it switching automatically and sometimes didn't and I'm not sure if I was supposed to read into that at all. It often happened quite quickly not really giving enough time to comprehend the text or understand what/why it was happening.

I guess some of this was perhaps intended? It did add to the feeling of confusion and panic, but I would've liked more time to process what I was seeing/reading.

Having multiple endings is really cool for a jam, there's a decent amount of content here and you nailed the tone really well across all aspects of the presentation. Narratively, I enjoyed trying to come up with theories about what was going on and comparing them to anything that was revealed.

I did notice the font you used really didn't want to render well at the font size you wanted, not a huge deal and sort of almost kind of fit the glitchy parts of the aesthetic, I'd be interested to know if that was a purposeful decision made to not solve that.

Very nice work, and a lot of it too!

Thanks for confirming things I can already see I guess? However, I was asking for anecdotal experience... If I wanted an answer from ChatGPT I would've asked ChatGPT.

(1 edit)

I'll try and drop back round once I get through the list of games I wanted to rate and give it another go so I can give a clearer idea. From what I remember there were sections where I wasn't really given a direction (lie or otherwise) and just had to trial and error it out, but then that branched into more and more trial and errors. I suspect I lost the "intended path" at some point and was ending up skipping certain parts and ending up on a route I had missed the directions for.

EDIT (in case you miss the discord message): I watched your youtube video and it reveals the problem I encountered - I had no idea mushrooms were supposed to bounce you, I somehow skipped unlocking that and got quite a bit further into the game... there is a section where you have lots of tall vertical areas you are supposed to bounce in and out of but I only had wall jump to navigate at this point.

(1 edit)

I have not, but it sounds like it aligns with my own perspective. I'll have to check it out.

Assuming you mean Severance? Not a direct conscious inspiration, but I can see parallels with the surreal nature of the job and seemingly mundane barely sensical task. The vibe must have been kicking around in my head somewhere, good shout!

Sorry you found that! I did try to avoid having periods of long idle/incremental clicking without breaking it up with visits etc. and paced the days to be around 2-3 minutes each (not accounting for dialogue/reading since I figured people who like that stuff will find it active and those that don't will skip through it) however there is a situation that can occur up which really slows the game down in later stages I did not account for. There was a clumsy safeguard in place to avoid what I thought would be the main cause of that, but there was at least one other that I just didn't predict before it was too late to solve. Very valid criticism and not the intended experience, unfortunately.

Thank you for playing and leaving feedback, glad you weren't too put off by the issue!

I've reported you to HR for excessive punnery. Expect imminent sanctions. 

Thank you for playing!

Incredibly important, yes yes. You have performed invaluable work that will benefit very specific entities and they are most grateful for your contributions.

I just mentioned in another reply about music, I did experiment during development and never landed on anything I really preferred over the layered ambience, but understandable if the starkness didn't land for some.

Thanks for playing! I tried a few different music styles during development and just didn't like having it there. Given the setting the only thing that almost worked for me was a kind of easy listening jazz muzak, but I ended up preferring the raw ambience. The comforting hum of fluorescent lights and an old computer lol.

I suspect a composer could've come up with something, I considered a slightly corrupted sounding version of what I described above, but it's beyond my abilities unfortunately!

Ooohhhh who's a good boyyyy, is it wuffles? It is wuffles! what a good boy, yes you are!

What was I doing again? I think this jam broke my brain.

(1 edit)

Fantastic presentation!

The art is so good in all areas, especially loved the scuffed versions of real TCG cards. Music was a jam, and the SFX felt consistent and well selected.

Game play was easy enough to get to grips with, possibly could have had some more complications going on perhaps as the game as a whole progressed, or maybe just some higher difficulty opponents. I felt like the items were maybe a bit too strong!

Only real complain about the visuals was during play, I wanted to look at the amazing art not the top left corner of my screen to keep track of what is happening! Perfect world would also involve some little character animation or movement, but just bringing the indicators of what everyone is doing and what state the game is in closer to the table would have been nice. I felt like I didn't need/want to have my attention pulled away from the artists' amazing work!

The narrative and packaging of why the game was happening and who the players are and what the consequences were worked really well, it's such a cute setup (okay maybe Wuffles isn't that cute, but I'm sure they're a real good dog most of the time) and I appreciate having things framed nicely even when it's "just" a card game.

Overall an enjoyable time, with noticeable care taken to package and present it well.

It's just so lovely.

I had such an enjoyable time playing this, the art is really well drawn and all the characters had so much personality. The music is beautifully made and fits perfectly. The dialogue was funny and wholesome (okay some was tricksy, pumpkin hollow more like pumpkin cryptic town of cryptic people hollow- you know what never mind).

I was enjoying myself so much it took me a while to remember I was supposed to be playing a game and not just wandering around staring at everything and getting to know people (luckily the last bit actually was more or less the gameplay), it was very relaxing to just vibe in the little town and you did a great job capturing the care free, no rushing to do stuff, no stressing about work, family etc. feeling of childhood!

I don't think I can find anything to really critique without getting extremely nitpicky, I guess my only disappointment was there wasn't more to do (apart from playing again for more titles, but I really wanted to experience more stuff!) which I can't really complain about because there is already a huge amount of work here for a week.

Please continue making games, I would very much like to play them all.

Interesting entry!

You did a great job setting the tone in the intro cutscene, I found it very relatable, and the music particularly stood out as helping carry that along across every track. Music was both competently made and very well tailored to the narrative and emotional tone - big props to the composer!

Visually, everything was clear and understandable which is the most important thing. The sprites were well drawn, but the walking animation maybe looked a little off.

Couple of minor bugs here and there that I think you could spend a pretty short amount of time figuring out before your next jam and you'll be able to handle them very quickly. The most obvious were the missing font glyphs (I think it was an apostrophe and I noticed one later that did render, I didn't go back to check if it was the same font but if so it probably means the "broken" one was likely trying to use the typographic apostrophe " ’ " and the working one was the more common typewriter apostrophe " ' ") and some iffy z-indexing (godot has a native y-sorting feature).

I enjoyed the overall narrative and writing, some dialogue could be cleaned up but I am very guilty of crunch writing and know how messy things can get in a jam lol. As far as the narrative goes, I thought your idea was super interesting and made me want to see more about how the protagonist went about reconciling his conflicting feelings, and how he might approach similar problems in real life after this experience, and different problems in the same way in the future. I'm not saying I think there should've been more content, I think what you have is a good amount for a jam, I just think it was intriguing enough to explore further!

Keep it up, I look forward to seeing more!

(1 edit)

Cool idea and a lot was well executed.

The visuals are great, the movement felt good to me, and the SFX was hilarious.

I think the main problem I had was simply taking a wrong turn that I couldn't have known was wrong and ending up in a dead end it wasn't possible to get out of without resetting and going back a long way, which felt a little frustrating and happened a bit too much. It didn't feel like that was the intended difficulty, compared to having to decide what was lying to you, which felt fairer/more satisfying when you got it wrong or right.

Regardless, I think it's a neat idea and look forward to seeing your plans for it.

(1 edit)

I saw that you only had 2 days and it is unfinished which does show, but I think you have a good idea starting out here.

The models are well made, and the post processing gives it a look more polished than perhaps it really is, so actually good job on the visuals. I think I experienced all that was there, finishing both paths and dying a few times in various ways? Those trees are terrifying. Experienced a fair few bugs, some I think could have even been alternate endings (like reaching the end without a sword and just being locked in there!) although maybe narratively those are already alternate endings, and that character is stuck in limbo forever lol.

I look forward to seeing what you can do with more time!

Good job on the atmosphere and vibe.

I did find certain things a little confusing, the random fridge minigame, and the house layout had me a little lost at times.

Visuals and audio worked really well together to consistently maintain the unease and tension, good work on that.

As an aside, and this doesn't affect how I'm rating, but I think perhaps the game name is something to be a little careful about given the content. I am intimately acquainted with agoraphobia and it's clear to me this person has far greater issues going on, but to some it will come across as insensitive to relate a specific disorder to the symptoms of something more dangerous and harmful to other people as the ending seems to imply.

I was recently granted Custom CSS access and just published my first game (a jam entry) since then.

My previous three games were indexed in Search & Browse almost immediately, but this one has now been public for over 48 hours without being indexed despite appearing to meet the normal requirements.

I didn't see any specific mention of this in the indexing or custom CSS docs, but I think it's the only real difference between the games (besides the games/copy themselves). I’m just wondering if this is expected behaviour after getting custom CSS, has anyone else encountered this, or is it unrelated?

Thanks for giving it another look, glad the fix worked. Unfortunately, HR being mean was rejected as a bug and I saw her write your name down. Good luck!

I used custom CSS access to hide the default text and replaced it with a pseudo-element. This is the first game I've done since getting the access so I didn't go too wild, but a lot of my page design isn't possible without it.

I also suspect it's why this game hasn't been indexed yet lol, I imagine it's in a queue waiting for manual checks to ensure I'm not doing anything sinister.

I don't recall the exact wording, but I think the client mentioned something about verifying it tonight or tomorrow that made me think there would be some confirmation/rejection.

(1 edit)

Also, what is this? A crossover episode??? My game is based on green banker's lamps showing up in games/tv/movies etc. all the time haha

I loved this! So far up my alley it's approaching harassment.

The investigation board is so well implemented, I adored that mechanic, I've always wanted to make one of those! 

Overall art style captured the noir aesthetic well, but the photograph illustrations stood out as especially gorgeous. Lovely work by the artist on those!

There was so much content for a jam game, mountains of documents, all the phone calls, really impressive how much you managed to fit in in a week.

The mystery itself was fun to piece together and sort through all the evidence and witness dialogue on calls, it was satisfying when certain things clicked (like figuring out the police source and the links back to the recorded call etc.).

Greatly enjoyed this game, thank you so much to the team!

(one thing that could have been clearer was if I got the answers correct or not? based on the call I think I did but there was a certain ambiguity and I expected some sort of ending, but I think it just stopped on the "Thank you for playing!" screen? not a big deal because I enjoyed the process but some extra confirmation would be nice!)

No! Thank you for making!

Fun concept, not many platformers about that make you slow down to progress!

The escalation in mechanics and obstacles as you progressed felt like a well balanced curve and your onboarding/guidance withe the written notes worked well for easy understanding.

Very good effort for your first jam!

Charming artwork, everything looked great.

I almost got the hang of being a pizza cook, but those orders come in so fast!

I think the big thing that felt a little confusing was the lack of feedback when using the oven, some sort of visual change or indicator (like the raw->cooked thing, just a cooking state would help) while it was cooking would have really helped with general comprehension about what is going on.

I also couldn't entirely figure out the alien thing, or what happens if you give a pizza to an alien vs not.

There's a fun start here, with things getting classically "cooking game" hectic.

(1 edit)

Yay I got mittens back and I'm not a nerd!

Fun little puzzle game. Very chill time and I liked the length, not too short and didn't outstay its welcome.

The dialogue was entertaining, I liked the meta references like having to decline anyone wanting money for anything remotely to do with cat ransoms.

The SFX for voices were so good, the alien in disguise voice absolutely cracked me up.

Maybe you could approach a genie-backed loan shark to borrow budget for a logo next time?

Thanks for submitting, I enjoyed my time!

(1 edit)

Ah don't worry! I have found the problem. I left godot's RTL implementation at default and it is causing this. I'm going to push a fix for that now, I'm so sorry you had to experience the game like that!

EDIT: I've published this fix now, thank you so much for reporting it (especially when we are still in bug fixing period!) and for playing/commenting in general!

I'm really sorry about that. It's not something I've seen before or can currently reproduce.

If you have time at all, could I ask if it's the same in fullscreen/not fullscreen and really really only if you have time, could you check if anything is erroring/warning in the devtools console? Sorry I don't want to give you work to do, if you are busy don't worry, I will keep trying to reproduce.

oh wow what on earth, nothing there is placed correctly! Was it like that the whole game?? Would you mind letting me know browser/OS so I can look into that?

Yay web build!

Exceptional art, really stands out and carries the whole vibe. Was continually surprised at how many new character designs kept showing up! What an effort from the artist. Love to hear some voice acting in jam games too - not the best mic/recording setup, but it was well performed and added to the overall package. Could possibly be cleaned up a little more in post without needing to makeshift a recording booth, but perfectly jam acceptable as is.

The gameplay was okay, very papers noir, it did feel a little overshadowed by the art, audio, and narrative though. Would've been nice to have a little progression/more things and complications to check as the days went on. It definitely wasn't bad in any way, and having the presentation take priority over gameplay isn't necessarily a mistake, but I was expecting it to ramp up at least a little like most papers please-likes.

I enjoyed the little extras on the desk, having a cigar and using the record player, really helped sell the mood. Talking of the record player, the music was great, I'm glad I figured out how to play it and change the track!

Excellent entry, great work by the whole team and thank you for the extra effort getting a web build out!

You sound like the perfect employee! I'll have HR find you when the next branch is ready to open.

(1 edit)

Fun hoard shooter type thing. The "gun"play felt surprisingly good, quite satisfying to blast demon and eyeballs with it. I did have some odd mouse issue where sometimes it felt like it suddenly turned me 180, but without a lag spike to suggest it was just a hitch or whatever. Probably just web version things honestly.

Audio is great (though perhaps lacking a PUMPING action soundtrack) and the visuals work well (I am a little fatigued with the PSX aesthetic popular atm but that is purely personal taste, I won't rate based on that).

Felt like adequate enemy variation for a jam game, the big snake thing took me by surprise the first time it showed up, very cool to have a huge enemy like that in the mix.

Difficulty is definitely up there, you get overwhelmed very quickly and it's tough to keep the obelisks under control with the kinda short range of your weapon. Deaths mostly felt "fair" but it was always a little surprising when you just instantly died because something was behind you with no indication, perhaps some general enemy SFX would be useful to try and give some warning in those situations.

Never 100% understood what the "bad" angels were doing, were they adding enemies/spawning obelisks? I thought they were the ones doing the beams trying to hit me, but I think that was actually the good ones trying to hit the enemy?

Would've loved some roguelike-ish upgrades, but that might just be because I'm a fiend for roguelikes and it felt a little RoR2 ish at times.

Overall, a great entry!

I was totally ready to play some weird poker variant, and then bam I'm in a survivors-like-ish fighting for my life! I enjoyed the twist, because I suck at poker.

A few things were a little unclear (luckily I read the page description so understood the card/hand idea) and could have used a bit more information about the gun choices before picking, on the other hand I pretty much just always chose whatever I had the highest numbers for rather than picking based on the gun...

Could definitely see this expanding with more roguelike mechanics and upgrades and stuff feeling really good.

The shop seemed like an interesting idea but I was never able to use it, I finished the game after picking up all coins and still only had $18. Probably needed either a lot more coin drops or lower prices there (also Davo totally scammed me, saying I could get a drink on him and not paying up, it's almost like you can't trust that guy or something.) Guessing this is partly RNG, but maybe some flat reward for each stage would help.

Music and audio was great, the art was a little inconsistent (super understandable and relatable for jam polishing priorities) but visually everything was clear and understandable while playing.

Great job! I look forward to seeing what you do with your plans for it.

It's not your brain, simply accept the lamps.

To explain, the general narrative is based on a silly low stakes conspiracy theory about green bankers lamps appearing everywhere in games, tv, movies etc. but very rarely in actual real life. Once you start noticing them in media you'll keep seeing them all over the place. The game is just a surreal take on who might be doing this. The "why" is not explained, just that making sure you get full lamp coverage across the globe is very important.

The proposals - yes, some of them do not help, but I didn't want it to make it so punishing so they pretty much just take some of your funds and give no benefit, but if you were to read them it's pretty obvious which will help and which will not. It probably needed more work on that side of things and I did want to flesh it out more, just got jam cut!

Thanks for playing, and your feedback.

What lovely words, glad I could help scratch your brain.

I had to cut quite a lot more of that sort of stuff for time... I was hoping to gradually introduce various decorations/toys/things to fiddle with in the office as you progress in the game. Not for any real functionality, just little props you can poke and vehicles to carry more visual gags. The bare office is the thing I'm most disappointed about, but it was part of the cost paid to submit a game!

Thank you for your feedback, it is greatly appreciated.

(1 edit)

Cool concept, well executed too. Could see a lot of scope for expanding on this idea.

Classic Bad Piggy style, always a joy to find your games in jams (all of the jams!). Great music too, very fitting.

The camera control didn't quite hit for me, found myself mostly fighting the inverse acceleration. Also, think I might have gotten a lucky run as I did find it a little easy and kept expecting the next obstacle to kick in.

Neither meaningfully detracted from my enjoyment though, another great entry! Looking forward to the next one (and the next, and the next).

Fun little adventure game! The dialogue text and mouse cursor took me back to the old lucasarts days.

The character art really stands out, super designs and well animated. Pacing and length felt decent, didn't feel too quick and didn't outstay its welcome. I enjoyed that the narrative was neatly tied up, but still leaves a lot of things for the player to think about and consider outside of the presented story (can she get back? what happens to the her in this timeline? what about the dad in this timeline? what are the time travel rules in this universe?)

Great entry!