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ARandomRat

21
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14
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8
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A member registered Jan 08, 2025 · View creator page →

Creator of

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I like the replayability of the game and the different choices that you can make. If I were to suggest anything it would probably be to add a visible happiness counter, but other than that it was a fun experience.

Very interesting story. I'm hoping you release the second part I want to know what happens. The writing is excellent I could picture the narrative while I'm playing which should be the goal for any text-based game. The music also adds onto the narrative in an interesting way because I found myself reading the text in a similar tone as the music. All-in-all amazing experience.

I love the thought of a text-based horror exploration game. The lack of visuals but detailed description allows the player to picture their own environment and make it scary/eerie for themselves. The hidden timer was also a nice touch, but might seem a little too quick especially if you intend to expand the game.

very clever game. Without spoiling much, I like how you hid some of the answers. They can easily be skipped if someone is not paying attention. The art style is also very simple but yet fits perfectly with the game’s goofy nature.

First off, I love the art style. Second off this game reminds me a lot of the Papa’s games on CoolMathGames. I like how the choices you make actually affect what your final drink looks like. I’m wondering how you pulled that off? If you drew each individual drink or had separate images layer on top of each other?

I love apocalypse style games and even right now watching The Last of Us, or even playing the game, affects the choices I made. I tried being more careful because you don’t know what’s out there or what type of apocalypse we’re in. Is it like World War Z, Walking Dead, 28 Days Later? You might think that all apocalypses are the same but they aren’t.

The interrogation definitely reminded me of the interrogation scene from Detroit Becomes Human. I liked how the player not only has the choice to question but also has the choice to arrest Ivan even though he didn’t commit the crime. I like when games give these types of choices to the player, allowing them to get stuff wrong. It adds more to the narrative that the player builds.

I agree the memento slide definitely leads it up to the players imagination to incorporate an image. I also think the lack of sound and imagery gives the words a new meaning.

Nice short narrative and a cat names sandwich. I also enjoyed that the game comes back full circle to the start. If I were to suggest anything it would probably be to add some sound like rustling bushes or maybe some park ambience.

I love the world building for the market and the sea. I notice a difference in the art style used, with the sea being an image whilst the market is a 3D space. I assume it was make in Unity. I wonder if there’s a good ending in the market place?

I like your combination of moving in a 3D space with a text UI in the space. The narrative of this game reminds me of Thoughts on the Quad by Joanna. It almost acts like a conversation with yourself. Like a diary. 

Interesting concept for a game. It feels like a character sheet for something like DnD. I’m also surprised by the random character generator, I wonder how big of a word bank you needed to pull that off. I can definitely see someone using this project as a stepping stone for their character design/story.

I like the background image and the narrative. It feels like a traditional interactive narrative, something you can find made on Twine which I like, where you can choose your own path. I went towards the village and collected 2 shells whilst on the way. 

Besides the cute art design, I really like how the positioning of the text lets you know whether a character is talking or if it’s the narrator. I accidentally broke the game by firing early into it but I think a quick fix would be by making the feature available once the duel begins.

I like the game idea even though it broke for me. I think it shows the spontaneous nature of taking care of a baby. It’ll start crying out of nowhere and needs constant attention. I assume the game was supposed to make the baby stop crying when you pat it but maybe adding other features can improve the baby care nature of the game.

I like the coloration for the inputs and having them imbedded into the narrative. I like the maze like nature of the game how there’s different paths you can choose from. Reminds me a lot of Colossal Cave Adventure.

I like the trapped nature of the game. I see some connection to your other sci-fi game. Having no visuals I think helps with the trapped feeling because you don’t know what you’re looking at, allowing the player to imagine anything, even putting themselves in the trapped setting.

Interesting choice to have the game dimly lit, it really adds to the mystery of the game. I wonder how you were able to have the text type itself out as it appears. I was wondering how to have something like that happen.

Very interesting storyline of playing as a cop during what I think is the start of a biological warfare apocalypse. I assume there’s multiple endings since I got the bad ending and I’m curious if I explored all the other locations first if my ending would change. The main menu feature is also a nice touch.

I love the visuals, it gives Slime Rancher vibes. It looks like the game is an actual 3D game, like you’re looking at a book on the floor. I wonder if it’s all UI or if the UI was placed onto the book?