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bushn

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A member registered Dec 08, 2017 · View creator page →

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I mean it's hard to know what to say... you did it. You made the happy mushroom-eating game and nothing is wasted. If you'll allow me – the mushroom-quaffing game. The door opening sound maybe didn't need to go that hard, is my only criticism.

My loose idea of what "quine" could mean made this quite impactful. Somehow (likely my foolish RL playstyle), I didn't quine until my first decent run and it happened right as I felt like I had a grip on the game (ironic). I kind of just sat there staring at the quine screen and then Googled "quine" and read the below comments. Awesome experience.

Hugely impressed with the art as well. Would like to say I died so many times to try and cycle through all the transition artwork, but those were just me dying normally. Still, so cool to see that kind of art in a 7 day game.

Agree with the feedback below - this was really hard to get anything going because I Got Stung By Bees Immediately. I will say that once I realized room building was free I had fun trapping skeletons in the walls, which felt thematic. Maybe start with a little building before jumping into combat to set the concept in the foreground? Loved the SFX.

The abstracted control was an elegant and economical framing. After a couple confusing deaths I understood what I could and couldn't do (I read things but not really, like most people). Figuring out the abilities was quick because death is quick. No bloating. Loved getting attacked through the frame by the cat. 

I really felt at the mercy of the original layout, but all the fixes I could imagine would slow the game down too much so I didn't mind. 

A very impressive game which triggers the classic dilemma of not knowing if missing information is hidden intentionally or not. I was able to figure many things out due to smart design and experimentation (observing, extracting, crafting and transmuting). I was NOT able to figure out how the skill tree worked, though I seemed to be able to trigger them okay. Another compliment is how confident I felt playing it – I had a sense after the experimentation period that all the information on the screen was meaningful. Maybe more importantly, the tone and style made be want to figure things out. Things slowly fell into place. I didn't get a chance to see the layers spreading, and I never understood when a creature was actually dead. Lovely floor layouts. Not sure how you did this in the time period but thank you for doing so!

This came out of nowhere but was a great (if dismal) change of pace. Beautiful presentation and decadent in the way I would imagine many hells being. I stole a towel on the way out.

Was it fun? No. But I take roguelikes seriously, and this is serious work. Felt like Twitch Plays Pokemon Solo Mode if that makes any sense. Awesome idea and execution – thank you for making it.

Really impressive and felt completely at peace and cohesive. I followed the tutorial and felt confident to actually try and make some progress. I felt like I had some collision issues where I thought I was safe but ended up taking damage, but that was the only friction. The biggest compliment is that I actually used grenades and proximity mines effectively within 5 minutes of playing. For me, that's a UX miracle.

Very snappy and I really appreciated how some rooms went wild with layouts. Had a hard time knowing when something was too big to absorb.

Very polished, and I thought the tag system was really nice, especially as UI. Was happy to see some familiar faces (bloats) and unhappy to see sticky substances. Loved the level gen differences for each segment, as well as the audio shifts. Find me in ghost mode. That's where I'll be.

I got stuck playing Magpie for too long but this was also a window into high scores for me to envy. The cascading realizations of how to actually survive were well-paced, and I wasn't able to get far enough to find the end of satisfying merging, if there is one. Lovely.

that would be cool - and something i went back and forth on. but i couldn't figure out an actual puzzle to include. thank you!

this is exactly as described, so i must ask myself why i'm so surprised. i think it's such a unique mixture of puzzle and narrative that it feels like to satisfy either the other must be compromised, but that's not the case here. i really appreciate the restraint and focus on two easily parseable people and their relatively normal days. i could imagine this conceit being deployed in any number of game tropes and as a player getting bogged down in those tropes' expectations. sheepishly, i never solved the puzzle, but you'll have to believe me when i say that i saw the path. i can't even manage one person's daily schedule, my own schedule. let alone two. very nice work!

beautiful presentation that legitimately enhanced my desire to replay. in making choices here, i really had to come to terms with how inhuman the distances and conditions in space really are. and the idea of an "accident" having an "emergency response", being somewhat taken for granted in the here and now, is completely ridiculous once you leave orbit. depressing, but awesome

the narration was absolutely top quality, and the premise seems so obvious. i will admit i started fantasizing about this presented as a jekyll/hyde disco-elysiumlike that never leaves a room, which it almost is. unfortunately, i wasn't able to actually track the variables as they never showed up in the UI (focus, resolve, influence). i was left tantalized by all these data points, coupled with the good prose and great performances, that i couldn't cobble together. 

wow, this is a serious game! at first i wanted to call out the sinister red violence card, always held, floating over my choices like the sword of you-know-what. but then so much more happened. you immediately assess the rooms and start seeing plays you can make with cards, and then each play you make changes the game in a big enough way that your plan changes, but small enough that things don't fall apart. frustrated with the ending i got, and felt like i was close to one i wanted. not enough violence cards in the world to bust into that hangar apparently, just enough to start a never-ending cycle. really impressive!

very impressive parallel tensions of identifying with the played character during their decisions, but ALSO anxious whether you, as a player, are making the "right" choices according to the twinned criteria of what you think is right, but also what the game expects. this all follows the structure of the in-game gender choices used as the spine of THIS game. lots going on! i think perhaps the best decision was to mix up the chronology, which forced me to think a little more about what kind of arc i was experiencing.  

the real strength here is managing the loop to feel lived in and monotonous, even in the first play. the signposted choices convince you that you've seen this all before, even if you haven't, which gets you in the right mindset to really think about what could destiny actually want. i hit a couple choices that were frustratingly reversed, which almost always feels bad, but the scenario kept things moving and on replay i immediately had ideas for what to try next. and then there's the secondary goal: figure out why the devil's involved in the first place. couldn't figure that one out, but i cared!

elegant presentation, especially since these types of fonts so rarely work imo. everything was in its place: the words, the light mechanic, the light scifi imagination. but you went further, and played around with a relationship in so many little ways that make this more than a click-through-the-options exercise. i thought about what to do with the photo and the camera, not even expecting a plot of play payoff. just to be satisfied with my understanding of dalby, and myself. if only we were goo that expended our life as light! heavenly goo!

not my thing so difficult to rate. the text delivery system, at least, was propulsive and i assume well-suited to the intended task

it's so important that this story starts out mentioning that the child is loved. it really makes every decision after meaningful. evocative, unfluffy writing makes it float by with a marked chilliness, which a good folk tale often inspires. curious that you think it's unfinished. you already wrote the only possible ending!

curious about the algorithmic generation, and i unfortunately got softlocked trying to prune no grown flowers about a dozen nights in

but! this game, through tone-matched art, music, and words, makes the surprising variety of things you do (flowers, glass, talking to people + animals) all feel meaningful, important, and part of something. i never figured out exactly what that something is, but i felt instant attachment to my fusings, and took care which to give to whom. the flower types were interesting and beautiful, and i wanted to make them grow longer — i did NOT neglect them — but they died :( i learned my lesson

your description of the animations/style is exactly what i was going for. thank you so much

can't say enough of how this felt like a real place. i don't know binksi very well, but the lighting changes and vertical traversal were quite magical. felt bad leaving.

awake enough to notice the subtle differences of my second run, the world gained depth despite me not clearly seeing that far in the distance. i had to look up a magpie and the image instantly refreshed my imagining of my journey to the end. pseudo-crows... i couldn't help but be wary of what they represented despite not figuring it out. i love the recognition of the NPCs in the statue.

a wonderful way to explore a very interesting topic i previously knew nothing about. ambitious for a first time with ink, you're nonetheless right that this could use sounds and images, though your descriptions are highly evocative already. would love some kind of persistent display of where i was on the calendar!

lovely presentation and you maximized every word and image, which is so important in jams. i did have trouble following the words and images into a complete story, so it didn't come together for me – but i appreciated the parts.

well played to pit the tropes of moon cycles in games (astrology, fantasy) against a real biological event. i didn't see it coming at all, and i love your documentation showing evidence for the story you told. that's not usually important but when exploring the mysteries of reality usually having the facts straight helps, like here.

wow, this was special - amazing work to all involved. the attention to detail was superb and the interface (both UI and UX) a joy to engage with. unfortunately my brain could not figure out the meat of the story so i was stuck letting eve down, who subsequently shut me down. sudo nano config.ini

i remember really enjoying your submission last year and this one is no exception. it's cool to see a straight up monster depicted not as folklore but some kind of alien being with intelligence but also horrifying attributes. my first workmanlike playthrough left a lot of questions, but i almost preferred it to my second try, exhausting all the options. i couldn't find a way to give my name, in the end

focused yet not small, with lots of bits to draw interest: the overlapping stories, the xyz stats and different endings, some specific elements that feel like they must play out in a bigger way in other variations. the effort to add visuals is also a smart decision for this type of game, as getting into it was immediate and frictionless and helped me focus on the story and decisions

killer concept, simple but effective, and pulled off with finesse. a joy to play and explore, and my mind still thinks of the ending i feel i missed. what a smart way to build a world

i wish the music was playing the whole time! excellent track. this is a lot of work for 10 hrs, regardless of how many people contributed. everything worked very well and i was able to follow the characters and make my own little choices along the way.

showing my work: i'm unable to parse the minecraft SMP stuff; am familiar with disco elysium; know the nena/goldfinger songs very well. the writing and art here is excellent - an ability to mimic DE's tone and juggle between that and streamer lingo is impressive. the balance of seriousness and silliness is well-handled. there are jokes and prods at more. i liked reading it... it went somewhere.

cue the old cliche: "you could say the main character is the city itself"

very polished work. megalopolian, even!

now this was interesting. two things stuck out: 1) the long choice text was unusual but novel, though it had the side effect of me never being able to select the "wrong" option as they were so precisely defined. this isn't a bad thing, because i cared. 2) as i played through the three perspectives, what began as a somewhat calm and wholesome examination of new relationships became a somewhat stressful network of overlapping social situations and anxieties. i'm not sure this was the intended effect, but it was very evocative and fit the theme very well

"The moon hoped for me." playing through twice - with the first never looking back - revealed a really interesting way to branch the story. key info is hidden behind those pauses, which makes the decision meaningful, and makes you think about the experience of not looking back and filling the gaps yourself. glad i explored fully!

i like the serious, noir-y tone paired with modern uber drivers and polka music. atypical in a good way. also, well paced so that playing through multiple times felt reasonable. also also, i like having choices that control thoughts, nothing, and even other characters' actions. an interesting mix

once i remembered how the newlyweds game worked it dawned on me how this would be a great way to build a party. i struggled to get the answers right, but i had a clear picture in my head of what was going on. very fun concept

laughed at (stupid) and WRONG ANSWER. too often do we play these games expecting the flow to be objective, or at least uninterested in telling the story in an opinionated way. i thought it was an excellent touch and shows that someone wanted to tell this story