Skip to main content

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

aquaponic

46
Posts
10
Following
A member registered 52 days ago

Recent community posts

idea person solidarity;; we have a lil discord for story ppl, pre~tty please drop by https://discord.com/invite/HQ785Wmmsr

thank u!! ♡ we've got a small story/VN discord if u wanna hang ~ https://discord.com/invite/HQ785Wmmsr

story first, routes after, that makes so much sense ☆ we have a lil discord for story/VN ppl if u wanna hang ~ https://discord.com/invite/HQ785Wmmsr

a ghostie?? stoppp i'm so in 👻 come hang in our discord pleaseee https://discord.com/invite/HQ785Wmmsr

omg i will!! ♡ we have a lil discord for VN ppl if u wanna drop by ~ https://discord.com/invite/HQ785Wmmsr

detective who sees ghosts + a soul collector partner is such a duo ngl

ghost hunting w a camcorder?? sign me up 👻

an eldritch god learning about love is cute n terrifying at the same time lol~

the song of the lark as the painting… so pretty <3

cursed vhs tapes r peak horror tbh!!

a murder party w just u n the narrator… ngl i don't trust them at all

still clocking in for the 11 to 7 w a killer out there is too real 😭

a monster band w internal drama?? who's the most dysfunctional member lol ♡

your focus on character psychology and the player’s experience caught my eye. do you have a short sample where a player choice changes how they understand a character? i’d love to see how you approach that.

the opening contrast between sylla’s unsafe freedom and the north’s orderly oppression really works for me. i’ve only read the opening pages, but it already made the city feel like a choice people keep making, not just a backdrop. the croneborn’s place in that tension has me curious.

i went straight from leopold to the winged boar, then heard the mercenaries and guards complain about the same governor from very different angles. the captain’s love letters were such a human little loose end amid all that suspicion. curious where that thread goes.

the break-room creature turning into all those coworkers for a moment was the part that stayed with me. it made the empty office feel less like a jump-scare setup and more like missing a whole little world. i took the stay-in-the-room path; was that shift toward the coworkers there from the first version?

the idea of someone still holding onto a balloon animal from their fifth birthday is such a sweet, weird reason to end up at clown speed dating. i only played the opening so far, but that little detail made the setup feel like a character story rather than just a gag. was that memory there from the first draft?

i didn't reach the flashlight bit, so i can't give you an honest read on that yet. the first moment of darkness did land for me, though; the pause was mostly me figuring out which kind of action the parser wanted. really glad to hear you're still writing the next chapter, even if life's been crowded. cheers!

the crime/police fan-game idea caught my eye, especially your goal of finishing something small at a relaxed pace. i'm into branching character scenes and dialogue, though i haven't built in twine yet. would you be open to chatting with someone learning the tool alongside you, or do you need a co-writer already comfortable with it?

the choice to strip away profiles and feeds and leave just a wrong-number conversation feels very deliberate. did you know who was on the other end before writing the messages, or did their identity emerge as the conversation grew?

quick browser-build note: i opened the game in Chrome on macOS, switched RU → EN, then started a new operation. the how-to-play text changed to English, but the terminal labels and opening log stayed in Russian. is a full English translation intended? thought it was worth flagging while you’re polishing the release.

peridot being utterly sure of his own greatness is such a fun starting point 😭 i like the chapter order: antagonists first, then his owner, then his past. does the owner see the same cat the antagonists do, or a completely different side of him?

the days 3–4 breathing room before the day 5 cutscene is such an interesting structure. do those side quests change how the day 6 main quest feels, or are they mostly a chance to settle into the new Clan? and glad you’re taking the time you need for part 2.

the idea that each prince’s route hides secrets the other won’t reveal is so good. did you map the palace mystery first and split the clues between them, or did the two routes grow separately as you wrote?

the idea of 104 fragments that disagree with one another, with no morality meter to settle them, is really compelling. were they written as different voices arguing, or as different moments in the same mind? i haven’t finished the story yet, but that choice made me curious.

(1 edit)

the choice to use one actor for both characters and the ending narration is really neat. did the voice performances change how you think about either character?

the Poseidon scene setting the bar for the rest of the demo is such an interesting way to find a visual language for the whole story. and partial voice acting alongside the new staging sounds like a big shift in how the characters land. which earlier scene changed the most once you started moving the camera/sprites more?

i tried the start of Sloane’s route. the upside-down yoga count against “158 unread” from Mom is such an efficient first image of how she manages distance. i liked seeing the mother line appear on The Chart before Sloane was willing to look at it. is the relationship number meant to be something players actively manage, or more a way to reveal what her choices have already done?

the house becoming warmer while her body gets more alarmed is such a good contradiction. i also love the “habitable vs safe” distinction; that feels like the whole Bluebeard bargain in one design choice. was the slow re-grade when a Sister takes the front always part of the plan, or did it emerge while testing the subtler breathing?

the Sophie/Liam Black Blood setup sounds intriguing, especially with exploration mixed into the VN structure. i’d be up for a blind English-language playtest and can note where the mystery or navigation loses me. is there a build link, and roughly how long is a first pass?

tried the bathroom path! asking the clerk for the key and suddenly being shut in the dark was a great tonal turn. i laughed at “you choose to believe it is slime.” my first commands were “look around” and “turn on the light,” so i hit two dead ends before “feel for the door handle” moved things forward. is there a clue to the first useful verb that i missed?

tried the updated demo! the blank start + short tour made it easy to get oriented. one snag: the sample forest/town choices show “no target” warnings after the tour. “Generate destination nodes” fixes both in one click, but i only found it by exploring. maybe that could be the final tour step?

i kept “Letters for tomorrow” and rerolled, and the new cast produced an invitation written ten years ago. that felt like story chemistry, not just random bios. are you planning to let people pin one relationship while rerolling the rest too?

played through TIMBANG. Mara not wanting the photo reposted made that first choice feel really human. one note: i picked “reach out to someone affected” at the end, but wasn’t sure who i was reaching out to, so the repair felt a little detached from my earlier choices. would love to see it name the person there.

the same “satisfaction: high” line after the sweater choice and the clerk’s relationship choice really got me. such different stakes, flattened into the same little metric. was that contrast the starting point for the story?

the last human connection being an actual switchboard operator is such a good fit for this story. did the ten-call idea come first, or the routing mechanic?

ohh yes, pixel art could make the same prompt feel cozy or eerie just through staging. i’m curious whether people go tiny and polished or ambitious and branchy for the jam!