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bulboka

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A member registered Jan 21, 2016 · View creator page →

Creator of

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I got lost and it was great

If somebody described me it in words, I would probably expect it to be a gimmick, a flashy surface level effect, a shock value. It's none of these! It works as an expression, as a new visual language, it feels sincere and raw.

I'm not a big fan of translating game experiences into words, so please regard my comment as a clumsy attempt to describe my raw impressions, not as some kind of review or analysis. It's especially absurd to do it with this particular game. Finding it's own language, which is only possible in the medium of videogames is exactly what this game is doing and it does it extremely well. It creates meaning inside the medium and doesn't need translation. Nevertheless here it is)

War as a discotheque. A party. You know, everyone looks so cool and full of grace and sexy and then suddenly strobe light turns off and for a short period of time you see everybody around you is so clumsy and silly and pretending to be cool and having fun. Uh, finally! It's turned on again and you can keep on having the time of your life.

Dying people are so graceful, they move with such a bewitching plastique, they're like ballet dancers. They do not exist, until they die.

I don't know if it's intentional, but it looks like screen tearing, and i don't think I've seen anybody using this artifact as a feature before.

it's sincere and poetic and i really like it

yeah, that's great!

thank you!

thank you!
exactly! maybe all these small things, insignificant on their own, are the substance of the game in the end?
i'm really greatful for your replies to my games. i like your perspective, it resonates with me and brings something new. it helps me keep on making games

thank you! great comparison indeed.
it wasn't intended from the start but at one point during the developement i understood that i want it to be a music toy in a way. i think i try to do it with most of my games.
my friends play in a band called Kernherbst. they're making ambient, industrial, noise and all that kind of experimental stuff. once they've provided me with a pack of sounds, which they created but didn't happen to use in their songs. now i use them in most of my games. sound of chains included.
theese sounds always inspire me and often help to turn a game into something coherent and meaningful.

thank you so much!!

it has quite a lot gameplay problems and no meaningful ending. maybe one day i'll figure it all out. your feedback is really inspiring!

thank you
it's a very impressive result!

I've just finished it. I'm sitting in silence and still shaking a bit.

thank you! i'm glad to hear it

Oh, I liked it a lot! Very witty and in the spirit of the original piece.

As I understand it, one of the points of the original piece is to let listeners listen to the music of ambient sounds around them, to be in the place. So probably the best way to play this game is without headphones, to be in the place, where you're playing it.

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Thank you for this difficult experience. It was raw and terrifying. It was very easy to miss with the tone of the game with such a topic, yet you got it absolutely right.

It's beautiful! So sincere and poetic, seemingly simple and impactful. I love when something this small feels so complete and actually larger than it seems from the first sight.

It looks really interesting, I'm definitely going to check it out. Thank you!

Ah, it's beautiful!

Thank you, Yami

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Hi! Unfortunately the game isn't finished yet. I'm actively working on it right now and I highly recommend waiting a couple of days and trying it when it's ready.

So the game page is restricted for now. The password is "ageing".

Thank you!

Это очень здорово

So satisfying! I've got 22 so far

A short poetic exercise in looking and seeing. A beautiful adventure, blending borders between light and shadow, shape and space, big and tiny, important and unnoticable.

Short, simple, yet coherent and meaningful. I really like such compact finished games-statements.

Hi! Thanks for playing!
No, you can't. But you can take the kid with you, if you wish.

Thank you for playing!
Well, they drown. You mean the animation looks strange? Or that there's no Try Again button, or something of the kind? I didn't try to make it look strange intentionally, it just... felt right, I guess?

Спасибо за отзыв! Всё так!

Эпизоды из Сказки сказок с коровой и скакалкой — прямой вдохновитель визуала для меня. Еще техника сухой игры.

Геймплей — шляпа. Сейчас активно работаю над превращением джемовой игры во что-то более законченное и цельное. Как раз ищу баланс между геймплеем и его отсутствием)

Спасибо за упоминание магазина. Я особенно люблю его) Визуально я его перерабатываю, но товары останутся и будут еще! Нанахиро интересный, не знал о нём, обязательно посмотрю.

Thank you!

Thank you! Great association)
I'm currently reworking many parts of the game for post jam version. But giant and jellyfish are definitely going to stay.

Just uploaded a new build with pretty important bug fixes. Please consider downloading once again, if you have already downloaded an old one. Sorry.

¡Gracias!

Thank you!

Thank you!

Thank you! It's a precious reaction for me.

Thank you!

Thank you!

What an accurate simulator!

Завораживает, конечно!

Здорово, что каким-то странным образом формируется некая своя вселенная, по маленькому кусочку с каждой следующей небольшой игрой.

Мне эта игра ближе, чем Wurroom: гуще, темнее, больше похоже на Протеиновый Мотель, как я его себе представлял. А главное, чувствуется в игре фокус, сосредоточенность на чем-то своём. Как будто есть у неё жесткая сердцевина, на которую всё и налеплено.

Потрясающие совмещения пластилина с бытовыми предметами. Заколачивание двери вообще мой любимый эпизод. Ну и солнце, поедающее луну, конечно.

Мир такой жирный, плотный, настоящий, что его хочется потрогать. Мне всё время хотелось, чтобы у меня было больше таких возможностей. Например, чтобы надо было не только кликать, но и перетаскивать, размазывать мышкой, трясти, бить, крутить, подбрасывать.

Звук очень чоткий! Только его хочется больше: некоторые места кажутся немного недоозвученными. Например, на экране с тамагочи. И каждый раз выбивают моменты, когда звук прерывается между сценами.

Мне нравится заигрывание с тамагочи без настоящей механники тамагочи. Мне вообще близок отказ от геймплея. Но всё же... Я представляю себе иногда, если бы эта игра была ближе к настоящему тамагочи и в неё надо было бы играть неделями и месецами... Ух! Я бы сыграл в такое!

Было бы интересно почитать, посмотреть о том, как всё это делается.

I'm working on it in my spare time so I really can't say, when it could possibly be ready)

Thank you! It was very nice and useful to watch you playing my game.

There is some content further on — you can complete the maze and get to two other small locations. But, well, the level design was made in a big rush in the last hours of game jam and the maze appeared to be the worst part of it. I'm currently working on the extended and reworked version of it.

By the way, can you share the specs of your computer? It runs notably faster on mine and definitely needs some optimization.

Thank you for the review!

I've written a devlog post about implementing visual effects: https://bulboka.itch.io/im-safe/devlog/231330/visuals-implementation

Congratulations on great jam results!

Checked cinemanotcinema. Very interesting!

Thank you! It's a great feeling to see somebody playing my game. And definitely a useful experience: now I see my game's flows as clearly as never before.