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J.

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A member registered Mar 21, 2021 · View creator page →

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Woah, ok this is the first time I've heard/seen this bug, it almost sounds so funny that I'd entertain a possibility that the game has gained sentience and is out to get you lol. But ye, I will try and look into it, thanks for the info! And apologies for the injustice, for the record, we here at cocoa-game-association love and respect all kinds of cocoa, pure milk cocoa included, there should not be any shooting happening when pure cocoa is involved xD Justice for pure milk cocoa indeed.

Congratulations on achieving cocoa! Glad to hear you had fun with it ^^ 

Congratulations for your cocoa crimes! ^^ And good luck! 

You can't add cardamom? I tested it just now myself too but for me it seems to work fine, it shows up and everything, but that is odd. I will check in code if I can catch some weirdness but do info if you continue to have problems with it. 

Thank you very much for playing and the feedback. You had great points and as I've already been planning to expand this game to a full game at some point, it is much appreciated. So plans are there ^^ Now I just gotta code them lol, so luck is also appreciated!

Haha yeah I know exactly what you are talking about, I noticed this bug while working on a optimization-improvement update, and yep, indeed, if your luck allows it, you will never find rest from these wicked winds. Though, I am surprised it did end if you killed the last survivors, I was certain that bug would have you forever there, the more you know I suppose. 

But yes, thank you for the info and feedback! Plans are someday to get update out, I should probably wrap it up too, this game is in miserable state right now and I've already coded fixes for most of these problems, but I'm stuck in some more detailed workings still. 

Yeah, I feel the same way honestly, and like 100% some of the people at random are wolves, but there is a bug (another one) in this version which makes it that wolfs can die the same way humans can, which means that you can accidentally have your wolves just die, AND ALSO some of the endings are bugged, though intention was that you'd not get instant game over if only wolves remains. This all to say, I am sorry for the buggy experience, you are not missing anything obvious, this game was rushed to the point that so much that so many bugs remain and make the game super confusing. I am slowly working on a small improvement which aims to ease the lag and fix all the current bugs, after which I will debate if I want to expand the game to the fuller version that was the initial ambitious plan of mine lol. But thank you for the feedback and taking the time to play this ^^ Much appreciated and I am happy you found something to love in it~ 

I will be honest, you are not the first one, and I am afraid of you. Yet, even if this wasn't what I imagined this game would do to people, you go, simp to your hearts content this cocoa critic. I am happy you found little joy in a silly game I made lmao 

Thank you for playing! I am sorry you missed out the different endings, but I think this is a sign of your respect of Cocoa, so I think your cocoa crimes are forgiven. 

Good. This shows you understand the gravity of the situation and importance of cocoa.

Can one be satisfied when perfect cocoa is out there?

Thank you for playing the game and I'm happy you got something out of it ^^ And I fully agree, adding much more details and overall just direction would be something to improve this. Much appreciated this full feedback and review!

Also no, it is my fault that the "ending" dialogues tend to be bit repetitive, but had to hammer in the point I suppose lol. Not liking cocoa is acceptable, but wasting food? Crime of highest degree.

Ah yeah, that line could, and should, be lot more clearer in the hindsight, as the trick is a bit too mean to the player. The line is meant to indicate that while you did use the kettle to get water, you never turned the kettle on, you know, to boil the water (or you kept too long and the water has gone cold lol).

Thank you for the feedback and playing the game! I'm glad you enjoyed it ^^

Genuinely a simple yet good game, I really liked the mechanics, took a bit to get used to them as I am so awful at reading long text under presumed time limit, so I was just winging it mostly lol. Also well executed tension with the Toffeeman, I think my game glitched after the third Toffeeman visit where nothing happened afterwards, but even that became surprisingly chilling, which tells me that the mood was on point for me. That and the music suddenly vanishing, got pretty nervous with that. But yes, I'm rambling my thoughts, good stuff here, like an actually fun gameplay, coherent and well made graphics (animations too!), sound effects and writing enhancing the somewhat off-putting horror of the game. Great work. 

Ah yes the trust (spoiler) gun. I knew I could count on you.

What a funny, yet also unnervingly real, story. Plenty of funny clips were had, good chat moments and few community guideline breaks. Tried out almost everything I could figure out to press, and like I do like how immersive it got for me, like at times I was pressing stuff only to have Ema self-promoting and me instantly reacting "Not the time Ema!" lmao.

  Shame on me for not being able to say much better than this, but this was overall just a well made and entertaining game, so like great work with this! Oh wait, I have one major probs to give: Restarting doesn't make you go through the whole intro, that small detail was god-sent.

We will forgive you for the crime, don't worry.

But I can't teach you how to make a cup of cocoa, it's something you will figure out yourself which is just a fancy way of saying "It's a matter of taste really, I personally just boil water, add milk, add cocoa, and call it a day" lol.

Worry not, the true perfect cocoa is the friends we made along the way (you were actually really close, you just added sugar lol). But you have passed the cocoa test... Although you did make tea. I suppose at least you didn't waste cocoa. :) 

Thanks for playing!

Oh my, how well made game. Like firstly, just the mechanically it was impressive, controlled smooth, camera was working amazing, animations, interactions, all of those little things that you are meant to forget in games were present and working so nicely, felt so polished. Secondly, I'd say everything else too, but let's be a bit more specific. Huge respects for being able to make a like full game like this in week, the story and all. It was quite interesting and I enjoyed the exploration of it all, reminded me a lot of Yume Nikki the way each room/world were presented and built. Graphics were also really nice, I quite like the simpler 3D look with some nice visual effects. So like, to end my endless yapping; great work here!

Oh and also, bonus respect for the Caesar cipher lol. Saw it and instantly recognized I want to decipher it, even if it was like flavor text(? you could say), still I always do enjoy randomly seeing stuff like that heh. 

Ok first things first, the presentation here goes crazy. Spend a good while admiring how well you did the game page (and main menu), and spend another while trying to figure out how you did it all. 

But the actual game too was fun, I kept running to this, actually rather scary thing I didn't know that could even happen with web games, where I think the game crashed and just shuts down the whole tab with no questions. Can't be sure what triggered it, felt like it happened at random, but yeah, moving along. Conceptually funny, mechanically took me some while to kinda get it but that is just skill issue on my part and it lead to a majorly hilarious jump scare and prolonged eye contact with the shooter. We had a very special moment I think. But ye, not much else to add to this, like the game seems to control well, vibe was bit tense but also entertaining, overall good stuff. Good work here! 

Hmmm not to shame here, but if you join a group which is rumored to be a cult... It is probably a cult :) Well to be fair to Sel, they did seem all pretty nice, by the looks of it, it's a pleasant community, I'd consider joining 100%. 

Ok but actual feedback; Sadly, the act 1 is short, which is fair, this is a week long game jam and RPG maker games are surprisingly heavy to do in such time, but that is just to say I did wish there was more of it. Cliffhanger and all of course, but with the short time I already got pretty into the characters and plot set ups here. Visually it was also really pleasant, even though I'd always wish for more SFX and sounds in general, you guys already have pretty good amount of really nice music tracks here. So I think all of this can be summed up to, great work, hope you continue this forward all the way to the end! 

Smoll cat save me. Save me. Smoll cat pls. 

What a cute game! I refuse to acknowledge that ghost as the cat has already destroyed it, it cannot hurt me now. So super and like fun too. Tried out multiple times just to kinda see if I could get all the furniture to fall and what happens if you fail, but really great even if a bit short time, especially if you combo stuff just right, how satisfying. Also, to be fair, I will acknowledge my bias towards the cats and void cats especially, but I try to be fair, I think the game was made well overall and the concept of breakout-type of game to whack some ghosts is arcade-type of game I quite enjoy just playing casually. Great work. 

Isn't the human small intestine like 7 meters long (22 feet)? :D These are the fun fact you get to learn in organ harvesting.
Well, of course, I also marked few other organs as "long", which compared to small intestine, is rather pitiful assessment to them, but there are few organs which I subjectively determined to be "long". 

That is a funny as hell screenshot though, thanks for playing! 

Look at that, the game is actually educational! :O You are welcome for the knowledge of which one is the small intestine and which is the large one. Lmao, ok joking. 

In all honestly, I could not bother coding in a plate-limit for the game jam, figured people would have more fun spamming and getting stuck to all of them plates. But that is also one of the "balancing a game like this is surprisingly hard" issues, along with the parasite being weirdly popular customer request whenever I have seen people play this... For some reason. But yes, thank you for playing and the feedback! Glad you enjoyed the buffet game!

Listen, any game which let's me jump in front of a truck and die, is a game I can respect. Truly, a game with it all.

Ok, but for real, I loved the jitter-effect you had in the 3D objects, rarely see something like that and it was fun addition to the visual style, fit well to art style too. Some text were bit too fast for my slow-ass, but I feel I managed to figure it out even if some text did fly by me, good tutorial otherwise I feel. My only real fight was with the door, which I managed to constantly open in a way that pushed me behind it and away from actually getting inside, the door might have won this round, but I will be sure to remember this grudge. Anyways, good stuff, good work!

Oh the intense chase music really got to me, I was mashing the keys to get out of the water lmao. 

Very nicely done, from the simple but kinda effective level design even to the design choice of having the angler fishes lamp be similar to the some door lamps, this game feels to be full of nice little details like that. Great work here.

Heh, you can spam the shotgun. I mean it literally does not help you in any way, but I found it fun how you can automatic fire with it lol

Anyways, aesthetically / visually really coherent, even a bit bold which I can always respect. The concepts of doing symbolic-acts to progress (freeing yourself, organizing yourself, etc) is neat way to tie the narrative and gameplay, something one can kinda analyse and think about the meaning themselves even if it was quite direct narrative. On that note, I also quite enjoyed the way you did the narration/description/text, sometimes it was bit challenging to read for the placement of it, but quite the addition to the vibe and mood of the game. I wish the monsters were bit more though, like more variations, more difficult, made any noise, but I do say; One did manage to give me a jump, I don't know where it came in the first level, or how, but seeing one run at me from the stairs at full speed was nice wake up call.

Nevertheless, fun and shot game, good work on this!

Heh, ye it is kind of indented tactic that you can stockpile the organs, that's why there is more abstract words added to the list; Even if you stock pile you kinda have to figure out and remember what indeed is "salty" (though some of the abstract words are bit unbalanced and silly at the moment). Additionally there are also words like "eye", which you can't get if you just stockpile organs from the first body :D

But yes, even still, the balance is bit off right now, as I spend only one day testing and adjusting the balance of the game, nevertheless, thank you for playing and the feedback!

Shit, me and my tired-as-fuck-eyes are not surviving any of this. 

Like many others, I will give high praise for the presentation here, fully committing to aesthetic is always lovely to see, but that aesthetic also being interesting and fun is whole another. Loving it. If this had been just another weeping-angels-monster game I'd probably not retried it out as much as I did, but you guys adding the upgrades and items were really a good addition to the gameplay loop. I think the only real "problem" I had was that sometimes it felt that even if I were looking at the enemies they moved, so the field-of-view trigger/whatnot felt too small. But I could have just been doing something wrong too, very likely, I took my sweet time to figure out you can use the bottles (Thank you tip, very cool info) lol. But many creeps through my spine were had hearing those sloppy af footstep speed towards my poor ass trying to pick a toothpick. Great work on this!

Hmm, the visual style here was interesting, like a cut-out sort of style but somehow also having that Claymation/stopmotion feel? I liked it, even like lot others I was bit lost on the actual musical side of things, but I will admit, I'm also like 100% tone deaf anyways, and so I just resolved to click anything and everything that moves. Conceptually also interesting, potential is certainly there. Good work on this.

Who is the architect of this house, listen, I just want to talk. Ok bad joke, I just found it highly disturbing to that one room had no lamp or light switch, but that's not even the most disturbing thing... the toilet burger is. Ok ok, the actual feedback: 

Very fun game I think. I personally didn't encounter like that many bugs? Like one was just being a smart ass and locking everything up before needed, so I just needed to re-do the locks to progress with the objective, but I'd call that barely a bug. I enjoyed the ambiance and atmosphere, the added detail of having that static-rasp on voice acting was also fit the low-poly aesthetics very well too. Nothing much to add, nice game, solid package for me, good work! 

Thank you! I def agree, I wanted more have more involved progression, but due to time limit I ended up with just the ramping up of the stress and oddities that you find (aka. organ varieties). But, I suppose the intention was to make a stress simulator, so sounds I got it at least somewhat close here by the sound of it lol.

This place definitely is not going to pass the OSHA inspections... 

No but, great fun little game! I think the architectural design here is definitely the highlight, the environments felt somehow naturally man-made(?), like a real building instead of just game set piece but still uncanny in it's elements. And I am not saying that just because those types of stairs give me anxiety, just look at them they are going to fall down any minute, I don't even think they were attached to walls. But for real, small details and additions to give more space and depth to the building like the small windows to see and double doors, good stuff. I did find the walk a bit humorous though, but in that morbid humor way, which I feel was somewhat intended too. Good respect for the sound design too, it was simple but I do think you managed to nail it good enough that I felt the immersion kicking in just walking on the metal-grate bridges and watching down to the what I assume were pools of something very hot lol

Very nice, also huge probs for having Unreal game which didn't instantly set my GPU on fire :) That is rare I tell you. Great work. 

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Ok, leaderboards area always super fun (I did not make it to top 10, and... like why am I like this), so huge probs to that. But also in general good stuff, the game was nice and smooth. Usually in these types of games I don't really find the enemies scary or unnerving no matter the what, but when that lanky-skinny-thing that was actually kind fast came at me I had this very visceral "oh god stay away" reaction, which is great here! I wish there was some more UI elements/indicators to show indicate ammo left and abilities and whatnot, maybe there were indicators, or there was and I just missed them, but that was something I kind was wishing for. That and also maybe reload button? Didn't appear to me that there was one, but that's a nitpick lol. 

Oh, and also major note on the well done lighting work here, took particular notice how nicely the light worked with the 2D elements. Could def see this developed further, good work!

Vibes are on the point with this one, and they seem to just keep building up as you go door by door. Very well made, achievements were fun, bit repetitive, but then again, isn't that just what the backrooms are. Loved also the art style and visual in general. Good work here.

For real? Ok I clearly was just being  a silly to not getting it working lol. I need to try out this again then :D

Thank you for the feedback! I agree that right now the game is just basically endless prototype of a mechanic, and that's why I am planning to add like actual content and goals to it someday ^^ Also definitely agree with the controls being too much and confusing, they were a neglected part during the game design for sure. 

It truly is skill Issue with capital I lmao. Some of these days, I will learn to read and best this old bastard fellow friend. 

Actually no, I am not chill with this game at all, and I mean by that it's getting under my skin so well that I felt like actually screaming. I'm not chill, this game is way too good. And like on top of it all, I'm enjoying the maddening decent, having bit hard time reading few of the lower numbers, I hear the whispers, I hear the giggles, I am processing the decent very well still, and then I turn on the radio. I turn on the goddamn radio, and the instant I hear the guitar riff, I'm standing in there just staring at it, it just had to be that song, I started not handling any of it anymore. Anyways, loved this, loved the surrealistic atmosphere or what you want to call it, goddamn the note book was already impressive enough. I was half convinced that when the setting sun was visible down in the bunker that it was just all as protocol, I was so locked in the immersion. Top tier for me. 

Oh I adore how you mixed the 2D elements in the 3D, that was very well made, it was very unnerving to walk closer to your parents standing in the kitchen and seeing how they almost lean down due to the effect. Also the sound design was very good, at times bit rough but I couldn't help but to feel dread at the knocking on the door. Some minor nitpicks would be that the text to interact with things shows up even when you can't interact with them, and that story felt bit hectic and fast paced, but it's a week long game jam, even this much stuff is already impressive. So good work on this!

After some initial struggle (I died so many times jumping on the platforms, or rather, not jumping, but this is a skill issue), I got to enjoy some good old boomer-shooter (I think that is what you call these types of games, but you get my point). And fun it was, just gunning and running through and away from enemies, getting to upgrade your stuff, it was good old fun. And the whole vibe was even more fun, environment and art design really worked great here. Like said, just good old fun. Great work. 

Oh, you don't often see endless runners like this, and I quite like the idea. But honestly, that camera swaying was way too much, for like first four tries I could not for the life of me read what the tutorial text said, so I spend basically all my tries not knowing you could actually move around. It made a bit motion sick actually too. But otherwise I suppose it was working alright, I don't know what was my best time/score/amount of running done, but I feel I got pretty far on one try. Good job.