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Great style and execution of the game's presentation. I am going to guess it is inspired by a popular game I've not played or seen, but I could be wrong on that. If so, please let me know because I'd be interested to try that if it is like this since I really enjoyed this nicely constructed little game you made here.

The writing's top draw and actually quite deceptively deep. I found I was paying keen attention to every word these grotesqueries muttered, so good job with the narrative.

One thing that did slightly bug me was I feel I, as the player could have benefitted from some feedback when interacting with the shinies. At first I thought they were items, but when I tried everything and got no feedback I gave up on them not being important/needed. Turns out they are not loot/items as I figured but actually save points. Would have loved to have known this prior, but I may guess that this was an intentional design choice on your part to conform with a game's style and vibe. Like I say, it is only a guess, but if you did that to appeal to players of another game or whatever they will love it but it will fall flat and baffle players who have not played the game it taking the inspiration from. Please feel free to correct me on it or give your own insight on that.

Overall really impressive and cool game. I played 'til the end, had me completely hooked.


(+1)

Hey there!

I'm really happy to see the positive reception Curtainfall has been getting—it genuinely excites me to refine all the concepts I explored in this version of the game.

When it comes to the game itself, I drew a lot of inspiration from Undertale, both in terms of core mechanics and the pixel art style. Even with the limited time I had, I managed to deliver a small, chaotic story about this mysterious circus.

The original plan included more elaborate puzzles and a chase sequence involving the player, but due to the lack of time and experience, I couldn’t bring those ideas to life in the final version. Unfortunately, that also affected other aspects of the project—like the save system, which ended up a bit confusing and definitely needed more polish. Ideally, I would have added clearer visual cues or a better menu explanation to help players understand how it works.

I also wish I had been able to implement more visual guidance throughout the game, but again, time and experience were big limiting factors.

Still, I'm incredibly happy that none of these issues ruined the overall experience and that the story resonated with players. Comments like yours mean a lot to me—they fuel my motivation to keep going on this game dev journey.

There are many more projects to come, including a full remake of Curtainfall, where I plan to fix all the current issues and expand the lore even further.

Thank you so much for the amazing review and your support—it truly means the world. Big hug!