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BreadDestroyer

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A member registered Apr 02, 2026 · View creator page →

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This game feels like it would be right up my alley with the amount of tycoon-based mechanics that can be found throughout this game that makes it feel like you're actually a youtuber rather than being put into the position by force in a way. I kind of wish that the dialogue at the beginning of the game is using keyboards rather than just buttons as it’s somewhat confusing to figure out that you’re supposed to click on the screen to progress through the game. I don’t know if this is intentional but if it is I somewhat wish that there was an indicator to show it, but the button to make videos only seems to work certain periods of time rather than it just working after you press on it. But I do like how there’s a hunger and thirst bar to make sure that the player is taking care of their character so that they don’t end up dead because they were too busy grinding for the views and money. I think a cool mechanic you can also add is that based on how many videos were being made, the rate in which the views or subs grow matches to make it seem like you're actually being successful. It is a very fun game and it makes me want to know how high I can get my views and subs to go by the end of the entire game.

Holy potato, the gameplay feels almost exactly to what it’s like when playing doom but instead of fighting demons, you are just fighting robots that are your former coworkers to get to the CEO. I like the detail that went into making this game as it feels like it would fit the time period where doom first came out and almost no one would be the wiser. I do somewhat wish that you can see where the bullets are actually being fired because it makes it hard to know if you are hitting your target if you can’t see where you are hitting in the first place. I also somewhat wish that the assets are somewhat consistent in terms of texture or material as seeing 8-bit with assets that feels smooth throws off the immersion just a little bit. It would also work well if there was more audio happening rather than just adding the background soundtrack as it helps give the environment the right mood that this game is trying to make. Like having sirens play out as you walk around the building as you get to the CEO’s office rather than there just being red lights scattered around because then it doesn’t make it as serious as it should. Overall, very interesting game that makes me wonder if it can be played on almost anything just like with doom.

The puzzles in your game are fairly interesting as it tests out the player’s knowledge on how the game mechanics work in order to beat each of the stages, with them all being different themes and difficulties. I somewhat wish that there was a way to indicate what stage you think is difficult and what stage you think is easy so that the player can dictate what they want to feel based on how confident they are that they can beat the stage. I also think it would be somewhat nice if you somehow add a kind of award at the end of each stage to signal that you completed the game rather than just sending you straight to the stage selection. It might also be somewhat better for the players if you add a button or key that lets you exit out of the stage if they think that it’s currently too challenging for them to do at the moment or want to try another stage. It’s a very interesting game that I could see myself playing and suffering through if there was some form of incentive to keep me wanting to play more. Overall, very fun game that makes me confused on how to solve said-stages but in a way that makes me feel smart when I do figure it out.

I like how the gameplay is going for this game as it does feel very virtual novel in a way that feels like a text-based story got turned into a game. I think this game needs some form of collision for the things that are interactable to make it easy to know whether or not you are able to interact with them. I also think by doing so, it makes it easier to know whether or not you are within the collision box to trigger either entering or interacting. This is just so that you aren’t going across the map trying to get to point B from point A without being confused why it’s not working. I think the story is nice as it’s interesting to see how you take it and make it into something that you can visually see play out. The layout of the map on where the important bits are located is also very nice as it feels like an actual building with a solid floorplan rather than it just being a basic building that somehow fits everything that it needs. Overall, it’s a very solid game and I can’t wait to see the final product and play it for myself.

I like how you added more details into your game from your demo version to make it feel a bit more alive rather than it just existing in a way. I somewhat wished that for the background, it changes depending on where the boss phase is at to make it feel more immersive in a way that represents the scale in which the boss is being disruptive. I think it would’ve been slightly helpful if there was an option to hold to shoot rather than needing to click each time cause it gets tiring on the hand after a while. I do like how the ludonarrative is on a seperate page (google doc) because it covers almost everything that the player needs to know regarding how the game is made to give insight on why things are the way that they are. I think it’s a very good game because it feels like an actual struggle to figure out what to do as you fight the boss. It’s interesting how the gameplay fits with the narrative that the game is trying to say in a way that doesn’t ruin much of the game itself but rather lets the player build its own narrative in a way.

I like how simple and short the game is because it somewhat reminds me of student’s brain cells when they are doing any form of quiz or tests because of how chaotic it can get inside the brain. I also like how the gameplay loops after a while so that you can keep going to really think about what this game is trying to represent. It’s also interesting to see that the black balls that were being shot out by the player stays after moving for a bit and then proceeds to shoot out its own ball as a form of multiplying. Maybe there’s a deeper meaning behind needing to wait a certain time or fulfilling something but I can’t find any red spots that would otherwise restart the game. It might also be because I’m not patient to begin with but it's very entertaining seeing all the balls fly around as the directions occasionally change. I kind of wish that you are able to move around the map to see what else is there and maybe there is a secret as a way to show the one smart thought people have randomly then proceed to forget. Overall, it’s very fun to watch, like how lava lamps are interesting to see with all its different movements.

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.