It means a lot to know the visuals and details caught your attention. I’m currently preparing new content to expand the world and make exploration even more enjoyable. Your enthusiasm really helps keep the project moving forward!
Conan Fred
Creator of
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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!
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!
Great start for a game! The vehicle physics feel really good, and using stealth in a car game is a very original twist. To push it even further, it would be awesome to add more life to the city — pedestrians, some traffic, and maybe even destructible props to make the environment feel more dynamic and alive.
About the circle around the car, I also assumed it was noise or attention, but the cops still spotted me even when it was low haha. Anyway, well done on getting progression and a leaderboard in there — it’s already a solid foundation for what could become a really great game!
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!
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!
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!
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!
I’m on Windows 10 + Edge. The auto‑jump issue happened right after entering the first few rooms — the browser dropped focus and the input got stuck. Also, scene transitions were noticeably laggy on my setup, even though the rest of the gameplay was smooth. Outside of these browser‑specific problems, everything worked well.
You start in a dark cathedral with a flashlight… then suddenly you’re in an area with fire torches that turn off randomly, and you have no idea what you’re supposed to do. The objectives aren’t clear, and the sound design is extremely poorly balanced — way too loud and uneven, which breaks immersion instead of enhancing it.
The idea is there, but the gameplay needs to be expanded, the mechanics clarified, and the audio reworked to make the experience feel more coherent.
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!
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.
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.
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.
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.
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!
The concept is really cool: flying monsters constantly hunting you, watching you, learning your habits… it creates a strong sense of tension. You can feel there’s a real idea behind the gameplay, and I truly hope you’ll expand on what you intended to build.
Right now there are a few issues, which is totally normal at this stage of development, but the foundation is solid. The district‑to‑district progression, the monsters getting smarter after each escape, and the “they never sleep” atmosphere make the game stand out.
Great idea — looking forward to seeing where it goes.
Good idea, very simplistic in a positive way: you quickly understand that the core challenge is really fighting the wind to keep your course. It creates a calm but strategic atmosphere, and it fits the jam theme well.
The mechanics are interesting: the wind shifting with time of day, the no‑sail red zone, the wind‑based combat mode, the rough navigation plotting… it all works nicely. The challenge of finding places is enjoyable too, even if sometimes a tiny bit more guidance would help.
Overall: solid concept, simple but effective. Well done.





