BLINDSIDE
BLINDSIDE is a fast-paced top-down shooter about prediction. Inspired by Ape Out, John Wick: Chapter 4, and Alan Wake.
Enemies are invulnerable in the light. Read their movement, fire into the dark, and trust your timing before they reach you.
Play time: about 40 minutes.
Keyboard & Mouse
- Move: WASD
- Aim: Mouse
- Fire: Left mouse button
- Aim mode: Left Shift (hold)
- Gun: 1
- Sensor: 2
- Pick up Sensor: E (hold)
- Restart from checkpoint: ESC
- Quit / return to title: ESC (hold)
Gamepad
- Move: Left stick or D-pad
- Aim: Right stick
- Fire: Right Trigger (hold)
- Aim mode: Left Trigger (hold)
- Dialogue / confirm: A
- Pick up Sensor: B (hold)
- Gun: Left Bumper
- Sensor: Right Bumper
- Restart from checkpoint: Y
Made by Team Woll
- Art & level design: Frank
- Producer: Blasin
- Code: Cursor + Codex
- SFX & music: ElevenLabs
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Submission for BOOOM Game Jam 2026— Visual Boundary (视界限), a 21-day game jam.
Jam note
All code in this project was generated by AI (Cursor + Codex). All audio (music and SFX) was generated by AI (ElevenLabs). In-game translation was produced by AI and proofread by YangMann. Art and level design are 100% human-made by the team credits above.






Comments
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Blasin,我玩着玩着,摸索出了一种特别契合“逃离”主题的打法,我管它叫“博尔特打法”。因为我发现,游戏的目标从来不是杀光所有人,而是“跑出去”。所以后来我遇到敌人,不再追求击杀——而是瞄准他们开一枪,利用命中后的僵直瞬间,直接冲过去,不停留,不回头,头也不回地继续向前跑。
这种打法让我想起现实里“正当防卫”的逻辑:你的行为必须始终以“脱离接触”为目的,而不是“报复”或“清场”。在游戏里,我第一次真正地感觉到,开枪不是为了杀人,而是为了“让自己能继续跑下去”。
感谢你设计了一个让我认真思考“我到底为什么开枪”的游戏。
另外脑补了一下续作的可能性:如果能加入切枪(霰弹、步枪、手枪、狙击)和换弹种(独头/鹿弹/穿甲弹),就能实现点射、覆盖式清场、一穿多、甚至穿墙爆头等战术,配合铁丝网和老化墙体,感觉可玩性会爆炸。不过只是瞎想,供你参考哈!
Blasin你好!我是中国玩家,刚通关了《茫室》,忍不住来留个言。
首先,太好玩了!那个“敌人只能在阴影里被杀”的机制真的很有创意,和女主那句“你身上还有光”结合起来,让人回味了很久。
另外想跟你分享一个我玩出的乌龙——因为游戏目标写的是“逃离”,最后一关的Boss又长得像正常人(还会跑会躲),我误以为他是带路的NPC,在Boss房发现是死路后,扛着枪跑了大半个地图回出生点找“真正的出口”,结果啥也没有😂。后来才知道那哥们儿就是Boss。这个小插曲我自己笑了好久。
我很喜欢那把枪的手感,从冷却条时间和弹道尽头来看,感觉很像泵动式独头霰弹枪,配合盲射探路和听声辨位,打起来特别有战术感。铁丝网透弹不透人的设计也很妙!
希望以后能玩到续作,如果能加入更多武器切换和墙体破坏机制就太棒了!加油,期待你的下一个作品!🚀
this game is awesome.
Amazing game but man is it brutal at times.
Awesome game! The mechanics are really nice and I liked trying to sneak up on enemies. I also really love the riso style artwork and colors!
How does this game only have one comment?! It is such a fantastic game!! I fear my vocabulary isn't good enough to describe how I feel about this game. But I'll do my best.
Graphics:
Holy crap man, the graphics. I'm a graphic designer and I can't tell you how much this game itched my brain like a happy cat lying in sunlight. I was mesmerized by how the colors shifted between levels. It made it clear when I'd pass into a new level and gave a different vibe in every area. And the little details in the background helped so much even when it was so simple!! The orange area with the parquet floor and the green area being a garden with little sprouts was such a nice touch. It made it feel like I was actually moving through a place instead of it just being one giant level. I loved how each area had complimentary colors to denote blood and bodies.
Speaking of which, I love how those were represented. The bodies having the little firing range targets around them as so unique, and the blood spatter was graphical and striking.
Also, I loved the artwork of the woman and the main character. It gave just enough while still staying consistent with the rest of the style. Mwah <3
Gameplay:
I've not played a lot of shooter games before, but this game makes me want to try more, especially top-down shooters. This game threaded the needle between feeling like a trapped survivor with a serious threat on my hands while ALSO letting me feel like a badass action hero whenever I would get away with a clean kill or take down several bad guys at once. I feel like its very hard to do both.
I died a lot while playing this game, but never once did I feel like it was unfair. Every time I died, I learned something about the bad guys behaviors, and I understood WHY I died. Either I went in guns blazing too fast or I hadn't put down my sensors in ideal places.
The sensors were awesome too! I loved how the frequency would visually spike whenever there was more than one bad guy in it so you could actually see if there was more than one in your sensor. I also loved how the sensors were a blend of the colors of the level. So good. Another thing that I really liked was that they wouldn't automatically come back to you once a level was done. You had to go back and retrieve them, which both upped the stakes if you had left bad guys alive in that area and opted to sneak past instead. It also felt more immersive, too.
Enemies:
The enemies in this game were AWESOME. First off, such fun world-building with them being invincible but visible in light and being invisible but mortal in darkness. It's such a simple concept, but it worked so well in this game and actually feels like something that would evolve as an alien species or monster in real life. It made the game very immersive and I had a lot of fun imagining what these human species with guns and regenerative powers were here for and why they were hostile.
Also, I don't know anything about coding or game design, but the bad guys felt varied and intelligent. The crawlers on the floor felt more primitive and would just follow or stealth if close enough. But the guys with guns actually felt like they were smart and had strategy and common sense. I liked how their patching would adjust just slightly if you pulled them off course and how they'd actually look for you for a while before going back to their station. I liked how they would be attracted to where shots were fired rather than where they landed and made strategizing against them very fun and engaging. I felt like each attempt at a level was different than the last.
Overall/ TL;DR:
Amazing job. I loved everything about this game from the graphics, to the gameplay mechanics, to the enemy behavior. I'm off to check and see if you have any more games (either like this one or different). I'd love to see this game be taken even further and would happily pay for a full version!
Thank you so much for taking the time to write such a long and thoughtful comment! It really means a lot to us.
Since this game jam was mainly held in China, we actually received some very encouraging feedback after uploading the game there. Because of that, we’ve decided to expand BLINDSIDE into a full version, so please stay tuned!
As for our other games, CATO: Buttered Cat is also a project that originally started from a game jam, and it’s now available on Steam. Feel free to check it out and try the demo if you’re interested.
Anyway, thank you again for your kind words. Your comment is extremely encouraging to us!
SUCH A BEAUTIFUL GAME!!! a big respect for the clever use of beautiful graphics in game design!
thank you!