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Alkaline6022

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A member registered Mar 09, 2020 · View creator page →

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Glad to hear you enjoyed it even if it's not really your cup of tea! The tutorial was something that I struggled to even visualize but your suggestions made it more clear to me on how to spread them more throughout the game! 

I'm definitely going to look into finding a way to make it so you can forfeit a battle and restart the run as it seems to be a reoccurring theme from most feedback I've gotten. I do plan having a whole bestiary with a lot more detail about the enemies down the line, so stay tuned for that!

Also did you try to complete the quest the lightbulb gives you? 

Thank you for the feedback! The tutorial was really a challenge for me as the engine is a bit stiff with battle events, originally I had just the first bit of dialogue to set up the world and then you'd be on your own to learn and progress through the game. The game was designed for the player to play around with it a few times, do a couple runs and learn something new with each run, so don't be discouraged about struggling with it initially! Also you can most definitely play with the arrow keys and z to confirm/select, x to cancel/back out!

Glad you liked it! The main idea behind this game was to make it something that the player would be able to understand by themselves in a few runs, instead of clearing it in the first run, happy to hear that experience translated well to you! The tutorial, I'll admit, was shoehorned into it because I wanted to give the player a chance to do a test run before getting into the main game and programming battle events in the engine is a bit stiff so I had to resort to text, all that is to say there's a reason I made it optional hahaha.

The machine that shows the enemies is supposed to be like a levitating monitor, though I do need to rework its look to be something more high-tech looking... The main story as well as other side quests will show up as the game develops and will be more spread out throughout the days, so keep an eye out for that! :)

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I'm glad you enjoyed it! Truth is most of the demo was done until day 3, though day 4 has a few new enemies and one different end of the day boss! How did neglecting the expenses to buy more items work out for you? I'm still deciding on the naming scheme for the enemies, I wanted to make it sound bureaucratic and dry, did I miss the mark? As for their designs I was aiming for something more conceptual and more exotic designs, which will be explained as the story develops! I'm currently working on getting a steam page set up for it as I do plan to lay out the story and make it a full game! :) 

Also you found a bug preventing it from progressing? Please let me know how that happened!

Honestly it was pretty buggy for me. Took a long time to boot up for the first time, the menu gets bugs out when you select any option. I clicked on "Controls" to check how to play and every time I clicked on "To Title" or hit Esc it would bring me back to the Controls... While playing the game the space bar would not make it jump so I couldn't do much past getting the eraser. I do wonder what the objectives of the game are? 

Don't get discouraged though, it could work into something fun, but right now it needs quite a bit of work to reach a more polished playable state.

I really liked the visuals and the artstyle, I love seeing pixel art that doesn't reduce itself to chibi or chibi-like sprites and the portraits in the text boxes really helped add more detail to the characters.

The story was quite captivating with the way it set up the idea that she was being kept in captivity and isolated from everything and everyone outside her dreams, however I think a way to bring the player more into the game would be to have maybe a level based on her dream that works like a tutorial, so the player can start interacting with the game and get more invested.

The gameplay could use some work, specially when attacking, the spiders sometimes felt that they were too short and the attack would not hit them. In a few areas, the spiders had colors that were too close to some backgrounds and sometimes I would not be able to keep track of their positioning when they jumped.

Also when collecting the berries right after getting the sword, I had no idea if you had to hit the bushes to get them I was just playing around and ended up having all berries with me, maybe have the bushes with a highlighted outline or a berry icon pop up when collecting them to just clarify that!

All in all, the story and art are pretty good as they are, you should turn some focus now on developing more gameplay mechanics and brainstorming better level designs (make sketches of them, if you don't like them then you can throw it away until you make something that you like better!)

I LOVED the concept of this game as a whole. I'm always into brainteasers like that! One thing I'll mention is maybe disable the space bending for the very first level as I tried to cheat the system and bring the flag over but it hid the flag and I didn't know how to undo it hahaha. The 3D mechanics adds a lot of depth (no pun intended) to the mechanics and the mental exercise you have to do to find the solution! I will say though, some of the levels, specially the ones with the boxes could be explained a bit better, I couldnt find a solution to 10 and 11 as the boxes would get stuck in the walls and I had no idea what else I could try there. I believe the difficulty curve could be solved by easing the player into new mechanics introduced in more straightforward levels, other than that its up to each player's individual capability of visualizing the solution

Oh that was the test room you found xD I don't know why I programmed it to send you there, but thanks for reporting it! 

As for the battle, I just went back and realized that I had those two enemies working in different conditions, causing both to disappear only if you talked with the first one, good catch!

Keep an eye out for the next update! I plan to show more of the story and deepen the combat system a bit more!

Thanks for playing and for the feedback!

I got some Puppet Combo vibes at first, really unnerving to be at that subway train. I ended up getting the bad ending because the door didnt open even after I interacted with it, I'm not sure if I missed something.

For the items you have to find: I think a few horror games made them glisten or have them glow without emitting light, that would make it easier to spot them and progress in the game. 

Finally, for the cutscenes the first two static images of the subway platform could be shorter in duration, I found myself trying to walk and wondering if the game had frozen. For the cutscene inside the subway cart you could add a bit of text before the flickering intensifies to have the scene be a bit more dynamic until the gameplay begins.

I don't play many scary games but this one really got me in the edge of my seat, it felt like anything could jump at me at anytime!

I like the concept you have for this game! However, my arms and wrists get tired very quickly from doing repetitive motions so I was not able to get too far into the game. I wonder if it would be possible to add some alternative controls like pressing two keys (i.e. a and d or right arrow and left arrow) or going left and right on the analogic stick of a controller for better accessibility?

I do like the idea of farming money by spinning the chair and getting upgrades, very addicting!

Very interesting art style, the simplicity of it really brings out the tension of the story and gives a grim tone to the environment!

The writing is quite solid, dystopian capitalist settings are at an all time high and I personally love seeing people's takes on it! One suggestion I would make is to start the game with the "Play Game/Don't Play Game" screen, then transition to the intro cutscene and tie it with the story for better flow.

The heartbeat sound effect was a nice touch, some heavier and slower paced music would add a lot to the scenes as well as some other sound effects for when the main character gets knocked unconscious or when one of the participants gets shot.

Gameplay-wise: checkpoints would definitely help with replayability as well as being able to skip scenes you've seen before. I was able to proceed through the text using an Xbox controller, adding the ability to select a choice using the controller would also be a nice feature if you have the time and are able to do it!

Thank you so much for the feedback! I am really glad you enjoyed it!
I plan to incorporate a lot more of the story in the next update so keep an eye out for that! The story will play out a bit differently from what you have seen in the alpha as most of the content here is placeholder, as it was the case with the character portrait xD

I will be playing around more with the battle system to implement new abilities and more enemies.

If you want to keep up with more regular updates feel free to follow the game's twitter account @QuoTheGame !

Thank you once again! <3

"Hey! Isn't that Tremblay from Tremblay Kinfolk Overdrive?"

Really interesting concept! I was only able to find 40% of the secrets though.

I love the commentary on the cookie-cutter genre that sitcoms became in the late 90s and into the 2000s. The vaporwave aesthetic is really there, specially with the statues! Canned laughter and applause were a very nice touch to the storytelling, you were only missing the overly exaggerated crowd excitement when the cameo celebrity makes their appearance.

Overall:

I like the premise and the episodic progression, it adds a lot of room for more development without having to tie one story to the other. As for the gameplay, it could be a bit more dynamic, maybe with more obstacles to fight and maybe even some power ups for the shots. The music did feel a bit repetitive, maybe use some 90s music as inspiration for the songs Alex would be listening on his headphones?

Interested to see where you take this project!

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Thank you so much for the feedback! I'm so glad you enjoyed it!

I was concerned if the environments stuck well enough to give it a good modern city setting, as you mentioned there aren't a lot of RPGs in that setting so I had little reference to work with.

As for the battle mechanics, I haven't developed them too much, most skills were a placeholder so I could gauge how people feel about the overall mechanic, but I am seeing recommendations to keep a skill tied to a stance and I will definitely play around with that idea! I think you'll be pleased to hear that I do plan on tying the dialogue options with the battle mechanics! Depending on how you respond/interact with NPCs you'll level up a certain stance! I'm still playing with the idea of allowing you to learn new skills via leveling up a stance and using skills of a specific stance to level it up, I think it would end up being too unbalanced, but I was trying to make the level of the stance influence the strength of the skill.

I've been working on developing the story over these past months, so for the next update you'll get a better taste of how things play out ;)

If you'd like to keep up with the game, you can follow the twitter account @QuoTheGame ! 

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I've been playing around with NPC population and trying to have cars on the roads, still trying to figure out how to have a constant traffic flux. As for music I didnt have any music other than the default RPG maker songs which I feel like they wouldn't fit the environments.

I like the idea of having a combat triangle mechanic with the enemies! I still have to develop the battle mechanics more, they were mostly a placeholder for people to get a feel of how they work.

Thank you for your feedback and for playing!

I would greatly appreciate if gave it another shot! There's more content waiting for you!

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Thank you for playing! Glad you liked the feel of the game :3 

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I would greatly appreciate if gave it another shot! There's more content waiting for you!