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BreadDestroyer

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A member registered 35 days ago · View creator page →

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I like how simple your game is and how reminiscent it is towards early games with simple shapes and movements. It’s also interesting to see that it has a level of platforming that allows for trial and error to figure out where to go without dying. I think that it’s also cool that it tracks how many times you died as a way to show how many tries it took for you to learn the map in a way to avoid all the holes. It’s kind of fun that the jump against walls allows for you to stick to it in a way to get a higher jump because it feels like climbing rather than jumping, which is slightly entertaining. The enemies are a nice touch, but I kind of wish that the enemies move a little bit at a different speed from the player to give a bit more variation in movement. I also kind of wish that there were some easter eggs or secret passage ways when you fall in certain areas to make it more fun to explore. Just a random idea, but I think adding a face would make the game slightly better because it adds variety and separates it from the enemy.I like 

Agreed, it felt very simple but also complicated. I managed to soft lock the game though.

Same because I’m determined in just making the feet.

I think that’s the best part as it allows for lots of lore hunting to figure out the plot of the game.

I also like how it’s making you sell your soul in lies in order to get a job. Truly a real life interview simulator. 100/10 would play again

I think it would make the game more immersive if at parts of the game where the dragons are near, it plays a dragon roar audio to really sell it.

I somewhat wish that the more time passes, the more you lose yourself as your struggling with figuring out whether or not you’re doing the right thing.

I kind of wish that the game has different forms of endings rather than it being relatively the same like getting fired for oversleeping or being late. I think it adds a bit more fun to see the different reactions from the boss rather than them being stagnant.

This reminds me of those short sentence horror stories you’d see on Reddit because of the horror aspects next to the simple story behind it leading up to it.

This game reminds me of those isekai mangas where the protagonist earns money in the new world and somehow gets what’s needed to move on to the next story.

It feels like a murder mystery like Cooking Companions where there’s an anonymous feeling looming around you as you carry on with the game.

This reminds of those dnd campaigns where you interact with the npcs and your actions affect future events.

It’s a slow moving game, but once you get past it, it brings nothing but chaos as the baby won’t let me go to bed to sleep.

I like how the game is like playing the Oregon Trail but a bit easier because of how your attention isn’t split between several aspects. 

Is the point of this game to know whether or not you can do long division with decimals in your head to get a job or is it to test out if you can do simple math?

I like to imagine this game was made in order to see if students actually read the syllabus or not or if they even remember it.

@kay24601/kay. this is the best dry humor I have ever experienced truly a work of masterpiece that has insulted both my comprehension skills and my humor as I found these jokes both confusing but also funny. Was this supposed to mess with people mentally? because it did with me; in a good way

I like how it makes it seem like you are in the dog’s perspective and doing what needs to be done to kill time while waiting. I wonder if it’s so that people can get a sense of what dogs might be doing when left alone.

It’s oddly scary how the computer seems to have gained sentience and is trying to get us to essentially fuse with them and the multiple endings supporting it.

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@Gloriium/ellie

I thought the game was pretty interesting in concept --- I like games that play with the user and potentially punish them for not going along with the jokes in the game. I sort of wish there was a bit more to this narratively. Do like the extra dialogue if you press 'N' on all of the jokes!

While some of the jokes were confusing, I have heard the thing about computer bugs before. My first playthrough I did read it all, but I thought it was funny how the second playthrough the game was so blunt about why you're even playing. I also thought it was great to ignore the player if they decide to dive in.

I like how the test is being implemented in a way that tests whether or not you can do the full dice roll damage as it just being there for the sake of being there. I also like how there’s lore that makes the game engaging toward its players.

There’s lots of options to pick when it comes to navigating the phone. It’s interesting to know that there are certain ways to navigate the game in order to get certain endings.


I like how detailed the game is from the amount of options you could do to interact with the phone to the audio that’s in the game. It adds a little bit of horror element to it as you don’t know what to expect with each option along with what is being told in the description regarding the phone not being able to leave the player. All of it combined makes it feel like you are actually using a phone with the amount of details and options that could be used. It’s also interesting to see that instead of each path having only one direction, you branched it out so that it leaves more interactions with the “phone” along with all the extra details regarding things like the chat and photos. It’s also fun that there are multiple endings. It seems so that it acts like a hunt towards getting all the endings and figuring out how to get to them. It’s also interesting to see that as you go around to explore what the phone has, the battery decreases on each scene to show the urgency and condition that the phone is in. Overall, it’s an interesting game with an interesting concept. 

I think it would really be funny if there was a car similar to the one used in Jurassic Park that welcomes you to see the dinosaurs, but it's parodied as a way to say that this is either a prequal to the original or a new addition to the series. 

I kinda wish there was something there that really shouts the Library of Babel if someone goes into the game without reading either the title or the banner.

The snoring really sells the fact that it's a live-in house rather than it being a bad dream. I do think it adds to the fear of randomly hearing sounds faintly to simulate the fear that something is there when there really isn't.

It reminds me of those movies with a very tragic story that acts as an intro for the entire duration of the movie.

I know the point of an "Irish goodbye" was to leave without a word, but I think it would be kinda cool if you had some form of drink (like beer) so it's like saying cheers to the roommate's newfound freedom from the dorms.

As someone who forgets a lot of things and thus hears lots of noise, congrats on finding a way to create my one of my worst nightmares. I somewhat wish that the longer you are in the room, the more sounds that gets played until you manage to escape.

The puns and joke being thrown around is my favorite. It's "worming" towards my kind of humor. Too bad there's no spoon so that it goes with the forklift and the bowl of fruit loops.

It's fun to see all the skeletons moving around and making the game feel more expressive. I do kind of wish that you can pick up the swords laying around to make it feel more like escaping and giving it more purpose.

I like how getting the coin requires the coinball to be acquired, but I think it would be even more cool with there needing parkour to get a coin since the map is so large.

It feels less eerie than just walking around a giant kitchen when everyone is off work. It does kind of remind me of Ratatouille with the way everything is shown.

I think that it could be more furnished to give it a feel that you could hide from the big people if they ever show up. I also think it could be fun to give the player the ability to climb on top of furnitures to get a better view of the whole room.

This feels like you got dropped into an artist's painting and is experiencing what the painting is trying to show to its viewer(s).

I think having some npc or something similar to work in the cubicles would add more to the game in terms of selling the story of there being a team. The looping part is fun tho.

I wished that each room had different lighting rather than two having the same light to add more variation towards the room loop. It is cool tho that every room has something changed in some way to show that its a loop.

I kinda wished that there was more wreckage happening to show the sheer amount of destruction and panic but it still very funny with its reference.

I like how it all ended up being that we are one fish in a giant fish tank. Or is the fish tank huge because we are small? My bias towards my love of fish is showing.