Skip to main content

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

akoreyu

253
Posts
2
Topics
26
Followers
4
Following
A member registered Jan 18, 2022 · View creator page →

Creator of

Recent community posts

Known bug: The Clock Hands are flipped while unsolved. It should be showing 2:50 AM (not 10:15). But the hands work correctly during the puzzle sections (Short hand = hours, Long hand = minutes)

Really impressive how many different minigames you made within the timeframe. I also love the pixelized shader, looks really nice. The furthest I got was 250 (lost right on the last boss lol). I only wish the theme was integrated throughout the game beyond just the floor you have to reach

The clock tower actually spins as you walk around :D

Witching Hour was made within 9 days for the PHL Game Jam 2026 under the theme '250'

It takes place exactly at 2:50 AM, 10 minutes before the Witching Hour. There are four clocks that the player must stop to prevent the Witching Hour, but each clock is blocked by a gate and a series of secrets and cryptic clues. The game uses the theme of '250' as the solution to every puzzle, in one way or another. That might sound easy, but finding how each puzzle works may prove more difficult than it sounds.

Explore the town and talk to some locals to find clues


Use the clues you have obtained to solve puzzles and decipher codes and find a way to stop the clocks!


Play: https://akoreyu.itch.io/witching-hour

Thanks for checking it out. If you are interested, we added a Cheat Sheet in the description that you can use to get through the game 

Thank you so much for the kind words. We added a Cheat Sheet in the description of the game if you want some extra help with some of the puzzles :)

I really like how you integrated the theme into the different minigames

Super relatable experience lol. I absolutely love the raccoon's animations. Also found secret tech to be able to pick up bottles from underneath the shelves

Extremely hectic and fun game! Just wish there were more '250' involved in the minigames/activities you are doing haha

Thanks for playing :) Yeah, on a mission to create something that encourages people to share clues and solve the mysteries together, I think we inadvertently made the game extremely difficult for solo players haha

The start and end sequences are amazing

Really love the humor of this one. Took a bit for me to figure out I had to shoot the bell tho lol

Fun gameplay loop and surprising amount of room for skill expression

A lot of fun to play with friends, because you can pool your collective knowledge bases together. The highest solo round I got was 5 haha

This game is the winner of the jam this year in my heart

Thanks for playing, Im glad you enjoyed. The lack of enemy HP is on purpose. We tried to go for a more vague health/damage values and directions like the original Binding of Isaac. 

What an amazingly creative game. The art is absolutely stunning, especially for a 4-day jam. We went for a similar art style, so it is super impressive how polished you managed to make the whole game. I really love the amount of features you managed to add to the game, and I love the soundboards especially. My only nitpick is that I wish there were more of a difficulty curve/ways to mess up with harsher penalties. But for a jam game, this is super impressive. Great work :)

Thanks for playing, I am glad you enjoyed. Yeah initially we did have more of a narrative arc/progression in mind, but a lot of it got cut out due to time constraints 

Thanks for playing, I am glad you enjoyed :)
Also, for legal reasons, it's actually the "Vase of Greed" haha

Our team had a really similar source of inspiration (Greek-themed deckbuilder), and it's so interesting to see such a different execution on that idea. Really fun to balance the health and time mechanics. I like that the enemies can steal the time you have left as well, so you really gotta react to their attacks

Omg thank you so much :)) Our team worked super hard on it, so it feels amazing to see people enjoying the game! We are thinking of developing further, not sure if we will reach a full release or anything (I am incredibly bad at working on games past the jam haha), but definitely want to add more cards, enemies, and just generally create a stronger sense of progression

Thanks for playing and giving such a thoughtful response. I am glad you liked how our art style fit the gameplay/narrative. You might have been the first to notice that motif, or at least the first one to point it out xd

Thanks for playing and I am glad you enjoyed our take on the theme :)

There is actually a way to save cards for the next turn. There is a card called "Avarice" that makes it so that you don't discard cards at the end of turns. But we noticed that it is pretty inconsistent on what cards people get offered in their playthroughs, so a lot of players unfortunately end runs without seeing 3-4 cards even once sadly. Looking forward, we are thinking of a more "controlled randomness" type solution to make sure people get to see and play every card in their run 

Thanks for playing the game and for the thoughtful comment. It sounds like you have run into and used the "Hubris" card. The description says something like "Break all defenses," which includes your own! At the cost of not being able to cast any more defensive cards for the encounter, all your enemies take double damage basically. I am sorry this wasn't communicated clearly haha

Won on my last life. Really fun concept with the countdown and multiple runs. I almost wish the gun choices were randomized instead of having to pick a gun to give more of a roguelike feel to it. 

Really interesting take on the theme. I like the zooming mechanics a lot, feels good to use but also using it strategically to make sure to pick up keys and clocks works well. Only main gripe was having to press to move while not zooming, wish I could just hold and move automatically haha

Took a little bit of time to understand what was happening, but fun when you get how the UI works. Super funny concept and love that you did easter eggs for the game

Thanks for playing, it was fun watching you play the game :))

Deck of Damocles was made in 96 hours for the GMTK Game Jam 2026, under the theme "Countdown." It is a roguelike deckbuilder where the Sword of Damocles hanging over your head acts as both the health and primary resource for cards, counting down your mortality. Sacrifice cards strategically to delay your demise, while also having the tools necessary to overcome any obstacle.



Play the game here: https://akoreyu.itch.io/deck-of-damocles

Now THIS is podracing. I really love the sound and the driving feels pretty satisfying :)

Yeah, I wish we just didn't have damage values in the cards at all. We wanted to go for the old-school roguelike feeling of trying to figure out what things do by playing them. The terminology is vague on purpose to encourage multiple attempts and experimenting, haha. The first change I wanna make to the game is just remove all the numbers from the game basically xd

The cover art is hilarious haha. I really like holding your breath underwater as a countdown mechanic. The swimming was a bit hard to get used to, especially since it was hard to tell if I was moving or not at times, but I managed to beat it with maxed-out bubble fish :)

Really love Gumbo haha. I have seen a couple of rhythm games so far, but this is the first one I have played that incorporates a countdown to a specific beat mechanic. Just wish there were more twists per enemy beyond the double beats and the rhythm changing

Love the art style and the concept of the in-game mechanisms being tied with time is really cool. I had an idea similar to this while brainstorming, so it makes me happy to see it executed to such a good degree :)

I have seen quite a few sokkoban-type puzzles this jam, but the limited moves and the bubble system here really make it stand out. Good job

Hands down my favorite entry this year! Incredible art and amazing humor. Super creative twists and takes on the core loop. The last boss was so creative oh my god. Amazing work, hope to see this one in the video :))

Thank you for playing and I am glad you had fun :) We really want to keep building more complexity and content for the game in the future, hoping to break my bad habit of not doing post-jam updates this year lol

I am happy you enjoyed our game, we put a lot of hard work into it. I agree, I wish we could have made more strategy and unique interactions for the cards and enemies. But our gameplay loop got finalized pretty close to the deadline, and we definitely did not playtest & balance enough hehe

Thanks for playing, im glad you enjoyed the game :) Yeah, we hid the sword on purpose because we wanted players to miss it initially and then have like an "Oh crap" moment once they realize, but that concept didn't really fit a jam playthrough that well haha

Thanks for checking us out and giving such thoughtful feedback. Yeah, we are considering building the game further, potentially with more cards, enemies, and synergies. I have so many more ideas for cool Greek-themed cards and mechanics cooking :))