Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Donata Geen

26
Posts
5
Followers
4
Following
A member registered Jan 10, 2025 · View creator page →

Creator of

Recent community posts

Overall an interesting concept. I, like others, also found the navigation a bit confusing. It wasn't always clear where to go or what to do. I do think the dialogue could be refined a bit more. I also think it would be nice if the player could uncover the story a bit more as we go, rather than the characters telling us about what's going on, but I understand it's only a game jam game. A solid piece nonetheless :)

(1 edit)

I quite like the concept, and the mechanics work well with the chameleon vibe. I think for me it seems like the guard instantly knows where you are at all times, so is always just following you. If you were to continue working on this game, perhaps it would be better to have the guard follow a set path, but then follow you if he sees you, or if you are within range, then it gives the player a little more manouverability around him. Alternatively, perhaps the player could also just be given a bit more time to get away if he walks past you and is not facing you, as it doesn't make sense that if he didn't see you that he would suddenly turn around. This would also just give the player a little bit more of an opportunity to get away. The camouflage timer also feels like it ends quite quickly for me, but it could just be because of how the guard moves.

I think the placement of some of the family members also felt a little awkward for me as well. In particular the family members at the ends of the level were difficult to get to, because I think it doesn't leave enough time to get them out and hide before the guard comes by again.

Overall, with a bit of balancing, and maybe reworking some of the systems around the guard, I think this could be a solid piece.

Solid concept with some cool puzzle mechanics. My brain doesn't like dealing with holding 'E' and pressing jump at the same time. Perhaps a toggle for holding objects would work a bit better? Unless that was part of the challenge. Liked the voice acting for the tutorial and also liked the tutorial within the level.

A good entry, the vibe works as well. It feels quite a lot like Werewolf. I encountered a few bugs though; when the player offers to help, it seems you can accidentally click other buttons while that dialogue is up, so you can end up observing someone, not see the results of the observation and lose time with it as well. As mentioned by other people, the movement is a bit slow, but I also found the camera rotation felt a bit weird as well. Normally you would track the mouse's position on the screen and use that to rotate the character for first person movement.

All in all, a lot accomplished in a short time. Nice work!

Really like the art style, it's quite interesting. I felt there really weren't enough hints about what to do, even if it is meant to be more of a toy at this stage, I think things could more clearly indicate that they can be interacted with. Given more time, I'm sure this could be really intriguing.

Really well put together for such a short time. The story was really engaging, kept me guessing the entire time. Really enjoyed the dialogue as well, I thought it was well written. I do think some of the sprites were mismatched in size and resolution, like the mansion. But otherwise it was a really fun game. Good job!

This game is wild, I love it. It's quite fun and definitely unexpected. I only got 8 humans in the end and will have to endeavour to get more of them. Leaves a lot of questions in the mind about what's really going on. I think this nailed the theme.

The game has potential to be expanded upon much more, and I feel it is a good proof of concept. It would be nice to have some options to respond with the dialogue, and potentially things to look at for more context about the crime as well, either as part of the collected evidence, reports or if we get to look at the crime scene ourselves. With more interactivity and time, I think this could be a really strong piece.

It's a cute game. The stars were quite bright for me, so a bit uncomfortable to look at for long periods of time. With regard to the mixing of galaxies, perhaps having the game either slow down for a bit or pause while we're looking at the menu and trying to create the path would help. Potentially stars increase a little too quickly to keep up with, and could be balanced a bit more there so that making the path is a bit easier. I think without having time to study that menu, I got a little bit lost on what to do there. So I mixed galaxies, but didn't create the path. The stars that you suck up with the white vacuum are a bit hard to see as well. How is the theme explored in the game? Otherwise, fun gameplay and a cool concept.

Agreed, really creative and the progression is quite well done. Kept falling through holes xD, but I think the split screen mode is really cool and works well with the mechanics.

A solid game. Something about moving the camera made me feel a bit ill though, perhaps it was having to move the entire camera to hit the mole. I also noticed that you can kind of cheese the game by hitting the same mole a bunch of times to wrack up points. The moles also pop up a bit slowly. How did you incorporate the theme?

I enjoyed this. I think it was a good take on the theme and I quite like the vibe you're going for, it's like a bit of a liminal space almost. Really cool.

I like the concept and thought the gameplay was fun. I managed to mostly stealth my way out, just got to wait it out. I think the guards were impossible to avoid sometimes. There's nothing wrong with that if that's what you were going for though, and it provides a nice challenge as well. With regard to the spotlight, their movement looked random, so it may be a bit difficult for a player to figure out when would be a good time to move through them. Perhaps give them a set pattern or path, as it is then easier to time it. Also read through the explanation of your theme, and perhaps in future you could add a cutscene or something to give the game better context. Really liked the character design and artstyle as well. Good job!

Went back and read the ending guide, and it looks like we do have some agency, though I also noticed with the audit popup that when I clicked zoom, the timer stopped indefinitely. Not sure if this is intended behaviour.

Really like the artstyle and vibe of the game, enjoyed the story. I went with the normal typing speed, but seems I type slowly. I noticed that occasionally nothing would happen if I had not finished typing before the timer went out. I also think there could be more of a consequence for not completing the words and sentences in time. And perhaps an optional use of the numpad (and the dot there) to write numbers. The game also left me wondering if the player has any choice in some of the story events? Could the player just refuse to type certain things? Or do we not have that agency because we're a computer?

Really cool concept, love the animations and the weirdness of it all. I got ending 2 first time round, then had to look at the comments for how to get the other ending, and the red guy walked off screen at some point so I couldn't finish it ;_;. I think more clues about what to do would be good, as the puzzles are a little bit obscure, but it is fun to try and fiddle with things. Nice work!

Thanks for the feedback. What in particular did you find was confusing? Was it the rules? Or the gameplay perhaps?

Thank you. Yeah, there is a reveal at the end of day five that should make the player question what they've been doing with the documents, and I felt that leaned into the theme. I also wanted to add some news snippets everyday to allude to what the player was doing as well, but I ran out of time for it.

Thank you, will definitely keep this in mind.

Thank you for the feedback. Much appreciated. Yes, I may continue working on it, and will add a story as well. I wanted to add some newsletters in between to give the player some hints about what was happening, but unfortunately didn't have time for it.

The cards could really benefit from descriptions of what they do, and consistent symbols across cards and other part of your UI as well. It also seemed like my cards would never attack, but it otherwise just wasn't clear what I could do, or what was going on. A tutorial of sorts would help :)

Really like the concept, I think it fits the theme quite well and was really well put together.  One of the rules seem to refer to the answers as questions, in particular the Dupe. I think that was one of the issues I noticed. It also seems like it's a bit of a game of memory, where you kind of have to play it a few times to remember the rules, perhaps a more gradual introduction of them would be good. By stage four I was struggling to keep track of the background changing and stuff xD.

Very cute art style and lovely music, it really fits the theme. The movement felt a bit fast, but platforming is also not my strong suit. I quite liked dragging the key and boxes around, though I couldn't seem to get the boxes back out of the starting area or figure out what they were for. It's also unclear what the change colour mechanic is for, so maybe like with the bubble platforms, you could have a little challenge at the start or something for the player to overcome with that mechanic so how it works is a bit clearer.

An interesting concept, very meta and I like the idea that we play around with the brower. I felt a little lost about what to do at times, but maybe I wasn't thinking hard enough xd. Perhaps the hints could say a teeny bit more without giving away the whole challenge. Overall pretty cool.