No worries, but the dev period for the jam has ended. Please feel free to take a look at what we made though and drop us a rating or comment!
https://itch.io/jam/scream-jam-2026/rate/5170139

duck
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I had to turn down my mouse DPI to play but then it worked pretty well for me. The spider things running on the walls are terrifying, especially with their shriek. I kinda wanted the death sound to be different from the attack sound so I could tell if there was a new baddie coming up on me or not. With the larger enemies I could just kill them before entering their aggro range. I didn't come across any health packs and I'm not very good at arcade shooters so I kept dying pretty quickly. Clean aesthetic and definitely jump scared me a couple of times (spiders running up the vents!!!)
Cute game! The mouse sensitivity is a bit high for me and I had to click around quite a bit to get the start button to work for me. Fun concept though, chill music. The cat reminds me of slender how I can tell he's coming and then if I turn around and see him then I die. I also appreciated the Halloween aesthetic everywhere and the ability to recall the game controls in game.
I'm very impressed that you made this solo! So many elements are clearly designed thoughtfully across visuals, audio, narrative, and game design. I found the text difficult to read because of how quickly it changed and how high above the NPCs heads it was relative to where I was standing when I interacted with them. I really wanted to learn more about the story but I did run out of steam with the doom-like mini game because I'm not great at it. It seems like the game was designed with too much detail to retain at once. It was too much to keep track of, even with all the reminder text. I suspect that has something to do with the narrative arc, which would be neat. Whatever the story was, I was already feeling creeped out by it! If it wasn't your intent to overwhelm the player, I might suggest spending some cycles on onboarding. You have a very high volume of information for the player to retain in a short period of time. As an engineer, the typing minigame was clearly my favorite. Overall, I gave you 4s & 5s across the board. Job really well done!
hey there, I'm looking for a quality owner to join my team. we're planning to build an atmospheric stealth game that causes the player to question their character's sanity. we have a combination of professional and hobbyist devs and plan to use a collaboration framework designed to reduce friction common to distributed jam teams. if you're interested in learning more about our plans and think you could be a good fit for the team, please shoot me a message on discord @rooberduck
hey there, I'm looking for a level designer to join my team. we're planning to build an atmospheric stealth game that causes the player to question their character's sanity. we have a combination of professional and hobbyist devs and plan to use a collaboration framework designed to reduce friction common to distributed jam teams. if you're interested in learning more about our plans and think you could be a good fit for the team, please shoot me a message on discord @rooberduck
Well scoped for your first game! Definitely could use some UX polish but I was able to play through without too much trouble. For the distance-interactions, since I'm using the keyboard to move I wished there was a way to interact with the keyboard. Otherwise I didn't really need the mouse and it felt a bit cumbersome coordinating my location with moving the cursor. I had to click around a bit to figure out how to produce the various resources, and it took me another moment to figure out I had to unequip the pickaxe to interact with non-ore objects again. It's a complete playable game though--good job!
I like the concept and perspective. It threw me that the elevator seems to be animating backwards (up-> down and down->up) and it also tickled me that we're taking the elevator when the building is on fire. It has the makings of a fetch quest puzzle, just needs more puzzle elements. Nice art as well.
This game is hard! It was definitely annoying to keep getting stuck on parts of the ship or see crew members skip red tasks to join a further task that was already in progress. I guess that's part of the fun though :) Wish I could see at the end of the game how I did before returning to the main menu. Great polish and solid game loop
This game is hard! It was definitely annoying to keep getting stuck on parts of the ship or see crew members skip red tasks to join a further task that was already in progress. I guess that's part of the fun though :) Wish I could see at the end of the game how I did before returning to the main menu. Great polish and solid game loop
This hit really hard. The dimming of light, slowing down, and reduced energy day after day are very impactful to the mood. The reflections on activities that used to be enjoyable now triggering grief are so relatable. Thanks for sharing this piece (and thank you for the trigger warning at the beginning).
Top tier art and music! Cute setup and smart gameplay--combos feel simple to understand and require a bit of thought to apply optimally. I think I'm encountering a bug with the music effect because when I play a music card the rest of the cards stop registering (no glory, cards just pile up in the middle) but maybe I'm missing something. Extremely well done!
Loved the ambience. For a speed-based game it was frustrating that I couldn't skip the typing animations or continue a conversation (had to start the dialogue over after every thread). The camera rotation was a bit fast so I had trouble controlling it. I would have liked to try again but it told me who the killer was at the end. It actually froze then so I didn't see the ending. Cute game, all the same.
This was worth a play! The constant clicking wasn't for me, so I wished there was a hold-to-fire option. Otherwise though I think you did a good job of managing your scope so the visuals, audio, and gamplay felt diverse and clean. The last couple of rings ramped up the difficulty much more than the first few so I might adjust the difficulty scaling to be steeper earlier. Great work!
That’s exactly the kernel I was trying to reproduce. The frustration and dissatisfaction with logically knowing that the best thing you can do is quiet the voices of protest within you. To me, that is the worst part of the experience. It feels awful to sacrifice speaking your truth to receive the money offered to lessen the blow. Thanks for playing and sharing your experience with me 🙏🏼






