Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

adafish

19
Posts
20
Followers
16
Following
A member registered Oct 24, 2015 · View creator page →

Creator of

Recent community posts

Awesome, I'm so glad it was helpful and I'm really excited to play more when it comes out!

(1 edit)

Ahh, okay. You're right that missing that distinction caused a lot of my confusion. I don't think there's a bug with dialogue, I think it's just my playstyle mashing up against the UI. 

I went back and played a bit again and I think what happened with normal dialogues was that I would see "1/2" or "1/3" and think, "okay, so there's two/three dialogue sections in this response" and not "I can click on this item two/three times and get different responses each time." So I'd read the first section, click (coincidentally on the item), read the second section, click, and so on, thinking that I was advancing through one response and not initiating separate responses each time that I clicked. If I still had my mouse over the item when it got to the final response, I would try to click to dismiss it and wind up back on the first response; if I didn't have my mouse over an item at any point during this process, I wound up wondering why the dialogue wouldn't advance or go away. 

Adding an option for the normal dialogue to work like persistent dialogue instead seems like a really good idea to me. I read a bit fast and I do just kind of instinctively want to get rid of text as soon as I'm done with it. The option to intentionally dismiss or advance text might also be nice for people who read more slowly, so dialogue doesn't disappear as they're reading; here it would save them having to make their way back through all the other responses if the last response happened to time out as they were reading.

Regarding persistent dialogue, I think what happened to me (and I was able to recreate this in the intro dialogue in the car) is that I would click while the text was filling in and accidentally advance it. I think a lot of games where clicking as the text fills in letter-by-letter will cause the entire dialogue to appear in that window and will only advance if all the text is already on the screen; I'm just primed at this point to expect that to happen, even if the button says "continue." I've played a couple of text-heavy games that have an option for that as something you can toggle on or off in the settings menu, so that might be worth considering if you want to make sure players don't miss that information.

So no bugs! Just me misunderstanding and a couple of usability notes for you to consider.

This was really great-the puzzles were satisfying and the atmosphere was mysterious and spooky. I fumbled around for a few minutes on the safe, but ultimately found the last clue I needed before I became too frustrated or went looking for hints. I was a little upset when the demo ended because I was excited to keep snooping around, haha.
If I had one bit of feedback it would be that I sometimes had a hard time getting the dialogue windows to go away; I'd accidentally click on the thing again and get stuck in a loop. I played in browser so maybe that was part of it? I also would accidentally click through some dialogue sometimes and had to click the object again. It wasn't so bad that it kept me from enjoying it, though.
Overall, I had a great time and I'm excited to play the full version. I'm wishlisting it on Steam right now.

I love this; I can't stop eating brains. This is such a clever and well executed take on Snake. I do wish the candidate graphic on the right was maybe in a different spot (or that he only came on screen when the game was paused or something) so that I could read what he was saying without losing my focus; I peeked a couple of times and it was pretty funny, so I felt like I was missing out on that dialogue. Really well done though, and congratulations on a great jam!

Thank you so much for playing and the really kind feedback! We hope you enjoy the puzzles.

This was so good! I enjoyed the constant pressure of maintenance and the eerie surprises at the picture sites. I did get stuck pretty in the walls/off the map every so often so I wish there was some mechanism for getting out of that. Overall this game was really well done-congratulations on a great jam!

As a nearsighted person I really liked the intense pixelation/low resolution-it felt a bit like walking around without contacts/glasses, which is always unnerving. It made the subway level with the trains rushing past feel very tense.  I do agree with some of the other  feedback that changing the controls up might help keep that tension up in the office.  Good job!

Thank you for playing!

Thank you for playing!

Oh my gosh, thank you so much for playing and for the great feedback!  We'll take a look at those issues you pointed out. We had a lot of fun making it, and it makes me happy to hear that another fan of the subject enjoyed it.

I loved this! My catgirl reflexes did not stop me from panic flailing when the rocks started flying everywhere but I still had a lot of fun. There were so many great stylistic touches in here, too: the apple grenades, the skeleton at the start, the distressed meowing when I missed and the little purr when I (finally) caught one. This was a great entry, well done!

I had a lot of fun maximizing the mayhem! I liked that the game forced me to experiment a little bit by hiding some of the upcoming buildings and I thought the way that you introduced the new tile types was really graceful. Great work!

Thank you so much for playing and reviewing! That's a great suggestion; I'm adding it to our board for post-jam tweaks.

Thank you so much for playing and reviewing! We're glad you had a good time.

You're not bad, it's meant to be challenging! Thank you for playing.

Thanks for playing Games with Geebs!

This was a lot of fun to play! There's a decent variety here in the rooms and the encounters. The graphics are simple, stylish, and do a good job of conveying a lot of information at a glance. It took me a few playthroughs to get the hang of not getting shot immediately when I kicked open a door, but when I did finally beat it it felt very rewarding. Also I loved kicking everything. Well done!

This was so much fun! Genuinely a joy to play. I love this take on the classic memory matching game--the traps, store items, and hotel theming made it feel fresh. I thought the monsters talking in the store was a really nice touch, too; I was always excited at the end of the round to see what they were chatting about. The music and the monster designs were also great; overall it has a really nice retro game feel.

I love the atmosphere you've built here with the sound design, graphics, and lighting. Walking through the orbs of light to get the character's inner monologue was a cool idea and the story details there were intriguing; I found myself really wanting to learn more about the character. 
I missed the hint for the combination order the first time I played; I got the order by process of elimination though so I didn't really mind too much. I think if you wanted to draw more attention to it you could place one of those dialogue orbs close to it.
Overall I really enjoyed it and I'm excited to find out what happens in the next chapter. Congratulations on a great game jam!