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WHISMIE/ENG

WHISMIE/ENG

@whismieeng

💀 WHISMIE — 2D Horror Puzzle Game

An indie game dev team of three people

💬 Event chat: @whismiechat
⚡ Boost us: https://t.me/boost/whismie
🌍 Russian version: @whismie

💌 Contact: @whismiedev
Subscribers
14
Photos
9
Videos
11
Links
2
Recent Posts 15 shown
Post #20 148
Hi! Strangely enough, we're still working hard on the game 🕺

Personally, my workday is about 15 hours now (including my main job). But I have more than enough motivation to finish this project 🕺

These past couple of weeks, we've been focusing on the overall look of the game and adding the new tool mechanics (different cursors).


The idea is to break one long run into smaller segments, gradually rewarding the player with tools that allow them to skip some puzzles and solve others.
This way, each run will feel much more interesting and it won't feel repetitive or boring.
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Post #18 200
We started doing comics here😳
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Post #17 227
😭
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Post #16 243
Well, let me share with you a draft plan for the teaser.

To be honest, it’s quite a complex process, and most likely, the number of posts will decrease in the coming weeks.

At the moment, I’m focusing a lot on puzzles and character development.
I don’t know about you, but personally, I’ve always been annoyed by the lack of logic in games. I don’t like when actions are done just for the sake of it. Whenever I ask myself, "Why is the character/monster doing this?" I always want to have a clear and logical answer.
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Post #15 199
Whoops...

Tеaser is coming...
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Post #13 194
By the way, we also keep working hard, and together with Zetsenira, we've finished the visual design for Steam.

Hopefully, the new style feels more in line with your vibe. 😳
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Post #12 176
Almost finished main capsule art.

After receiving your feedback we came to the conclusion that we still need to work on the unique text, so wait 🫡

And so, next week we will announce a contest on rus verion of the chanel🐸
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Post #11 204
How do you like this renovation?

We started sketching out the boss's attacks and interactions with the map.

The plan is to build a full-fledged fight and then "embellish" it after the test.

Any guesses on who it will be?
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Post #10 191
Don't forget to close the refrigerator, you never know...
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Post #9 247
Steam header is ready🫡
How do you like it?

We are trying to design the page by mid-December, and with it we will organize a big contest.

(artists get ready)
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Post #8 242
Slowly making progress toward creating our Steam page.

Here’s a not-so-final version of the header art, but even at this stage, I think it looks fantastic ❤️

I’m still working on the boss mechanics and attack patterns. Trying to figure out how to make the battle more dynamic and unique.

This week, I’ve also been dedicating much more time to increasing the project’s visibility.
Your support truly motivates me to keep going and do more ❤️
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Post #7 213
Thank you so much for 100+ followers on rus channel ❤️

Weekly Highlights:

I’ve revisited my strategy and decided we won’t be meticulously perfecting every location right away. Instead, we’re shifting gears to prioritize creating a playable build, which we’ll gradually expand and polish over time.

Here’s a rough draft of the Steam header we’ve decided to use. I’m really hoping to capture the right emotion and make something truly stunning (anything less just won’t do).

On the technical side, I’ve already met my goals for the month and am now working on the boss logic. The boss promises to be incredibly exciting—both visually and technically 🙈
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Post #6 176
I didn't expect so many people to join the channel so quickly. Thank you so much for reaching out and showing interest in the project; it really lifts my spirits ❤️

I think it's time to share more details about the project since I've been receiving more questions lately.

About the Game:

We’re creating a 2D horror puzzle game where you’re stuck in a time loop—a loop where everyone dies.

Some key inspirations for the project include:

"House" for its incredible atmosphere and concept.

"Twelve Minutes", which has an amazing concept where death equals progress.

"Yuppie Psycho" for its sense of humor, narrative, and fantastic sound design.


If you haven’t played these masterpieces yet, I highly recommend giving them a try—they’re absolutely worth your time.

How You Can Help:

Unfortunately, we don’t need additional specialists for the project. Extra hands are only useful when they can be well-organized, and right now, I’m not able to manage that properly.

There are only three ways you can support us:


1. Stay active and motivate us to work even harder 💡


2. Recommend our project to your friends 🐥


3. Leave some stars under our posts (all funds will go towards advertising) 🌟



Finally, I want to let you know that I’ll aim to post updates twice a week, on Tuesdays and Fridays, and adopt a more casual devlog style instead of the planner format.

And as a small treat, here’s a sneak peek of an animation featuring a cake!
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Post #5 186
Friday recap:

Art Progress:

- Added a new death animation that varies based on the player's position.

- Added more decor to the bathroom.

- Started working on Emily’s (MC’s) bedroom.

- Next week, we'll start sketching the header for the Steam page.


Technical Progress:

- Integrated the hand mechanic into the project; the hand now grabs the player depending on their position.

- Developed a modular state machine for the boss (still need to complete attack and interaction logic).

- Cleaned up the project by removing unnecessary sprites and code.


Marketing:

- Created a Reddit account with 500 karma.

- Gradually started gathering feedback on the project and identifying an audience interested in our game.

- Began maintaining a list of streamers who might enjoy the game on a non-commercial basis.


Additional:

- Completed Steam verification, so I can now create the Steam page. Now, it’s all about good design and screenshots.


If you have any opportunity to mention us somewhere, please do! Feedback and building an audience are very important to us, both pre-release and after. 🐥
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Post #4 221
Weekly Summary

Artistic Progress:

Completed the corridor kill animation.

Started working on the hand animation and designing the bathroom.


Technical Progress:

NPCs and enemies can now navigate the environment and use doors to reach the player by the shortest path.

Fixed a bug where items picked up by the player had no collisions and did not function properly in the scene.

Each room now has its own camera limits.

Removed unnecessary sprites/animations from the project and optimized the code by adding more modularity.

Started programming the boss fight, which will likely be my focus for the next week.
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