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Cdragoon

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A member registered 28 days ago · View creator page →

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A deeply personal experience, I am sorry for your loss and I am glad this game was able to bring comfort. 

We were able to either stay in the moment or reminisce on the memories, and I loved learning more about how full of love those interactions were.

I loved that the Restart mechanic is so naturally woven into the storytelling and as a power ^^ The art design of the magical girl is really on point to. Great entry! 

It's very impressive that you were able to write such a rich and well-developed story in just 2 days. The idea of a fractured world sundered by magic is fascinating, especially with how stark the difference between the two sides is and how those marked with the scars are treated. The way the families have to separate if a child is born from a different half of the world is an interesting albeit tragic consequence. The mission to get the mushrooms that also gives us more exposition is a natural way to introduce it. 

Looking forward to the completed version! ^^   

The mental struggles against the shadow and the glowing bandana that glows brighter the more you remember its owner are portrayed very well. The surreal nature of seeing what happened to the outside of the town is a powerful moment. Great entry!

The message that not being social as well as leaning on others for support are both valid choices is good, since people process breakups differently.   

The support for your mom's illness as her child, while taxing, is important, and as the game mentions - sometimes it also rewards you with happy memories to hold onto. 

Solid premise and execution, I also stayed in the same line (knowing from previous line waiting experience at events heh). Written very well and being able to choose the memories as you go is a nice touch. 

A thought-provoking experience, I spent my time going through every option and while they all were timed there was plenty of room to do everything in one go. The saddest part was the feeding the cat option changing from day to day and the nice part was that he was in every room with us, including the bathroom which is fitting for a cat. 

I love how the plant changes throughout the story and how when you try to go home you can't. The simplicity of pushing the button as a job is symbolic and the boss always ending the call when you try to respond and have some sort of connection is very on point too. Amazing entry! ^^ 

Great portrayal of bureaucratic torment and the fake pleasantness of the managers. The old-timey computers are a nice touch, since some modern offices still use those due to 'cost'. It was interesting to think of what the 'outside' of this hellscape looked like, even though the protagonist will never experience it, and about how differently time feels at work. 

You were able to fit so much worldbuilding and history into such a compact and easy to follow package. Well done! I also liked how while you do not interact with anyone in person you do get a glimpse of a life of a regular family that faced the same hardships you did. The random search for bolts was really well implemented to ^^ 

Captivatingly written, and with it ending on a note of hope and human connection amidst the despair, it's very memorable. 

Getting to learn more about the world and the reason for not using magic was a good motivation. I liked the sequence inside the tree and the chat over tea. You can tell there is a rich world around those characters, even after a brief glimpse of it. 

Loved the senses mechanic and unlocking memories. The art and sound design are really good too ^^ I got the decent ending, which is satisfying. 

Great solo effort! The perspective change is very powerful, and I liked that the mother had armor, which is rare to see. 

The design was really good, including the audio. It did take me many tries as is intended, and the actual job we got is pretty funny. The rejection emails saying 'excluding you' and 'job title' were very much how it feels to get one. Amazing work! 

Punching the statue was very satisfying as the orc lady, though I thought that tampering with it could lead to more dire consequences than resilience loss (like a curse of some sort, or getting haunted). Loved the characters and the art and the Splendid soundbyte ^^ 

I also got the worst ending, even though I figured it will not be the best thing to try, but got the good one on a replay. I didn't notice much difference with the map or without the map. Good entry and very impressive for a solo dev ^^ 

Intriguing premise, I could feel the worry in inkeeper's mind as he waited for the fresh behind the ears party to return and devastated with the outcome of the very first day. 

The topic is quite heavy, but the writing is amazing. The part about the deadly mint-green light is haunting and vividly described. The fact that you can continue past the follower succumbing to it, which leads to a different ending that is not quite failure, but also not a success, is good. The way the image changes throughout the story is also a nice touch. Great entry!   

I am glad Coco wasn't alone, and the title animation is really cool ^^ All the cat-related thoughts are a great touch, and the point of view of the game was really unique. Very intriguing, and a great entry. 

Technical note: I think the route with the bald guy might be broken, since after scattering the papers there is no way to get him to see them, and the blank choice that appears is a dead end.   

I liked the cat. The art of the characters and the bus travel was well done. The dialogue was pretty lively, especially with the family and the man who got off at the airport.  

Eerie and captivating, great job on all the different endings. 10/10 will sit in the stone chair that does nothing again ^^

Solid premise, though it could use more player agency choices and branching paths (which are hallmarks of what makes dnd fun) but with time limitations its understandable that the path became more linear. I liked the Lycan and the Elf village portions and how the Daemon considered limitations of teleportation and chose to play it safe.  

Very creative, I did bring out a morse code translator and the hexadecimal color search to  decode the messages and the code pattern, which was fun to do to get to the end. I also really liked the prompt at the end, which reminded me of one of the Nier's endings. 

I guess my character would have sent out: .. / .- -- / . .- - .. -. --. / -.-. .... .. .--. ... / .- -. -.. / ... .- .-.. ... .- --..-- / .- -. -.. / .. / .- -- / .- .-.. .-.. / --- ..- - / --- ..-. / -.-. .... .. .--. ...

An ambitious idea. Good focus on how the forest is connected and the resource management.  The threats the forest faces were quite intense, would have been nice to see some natural threats like drought, blizzards or floods.

I liked the 'emergency chocolate' that does actually get used in this situation (while still wearing the helmet, of course) and the joke about grinding monster levels, but the only monsters are in your head. Great work and awesome art! ^^ 

I can see a lot of potential in this game, with a clear gameplay loop of trying to find the best flower for the memorial service. It makes sense that the protagonist will move away from a big city with the problems she was facing there, and it is a nice touch that the person in charge of the funeral parlor in a small town will know everyone and will be more invested than if it was in a big town.  Well done! ^^

Very well done and immersive, the approach to space colony life from a mental health professional perspective (even though it is only for a day) is a very intriguing one. The three different patients you talk to have a lot of depth. 

I was invested in the communication's officer hope of finding alien life in what otherwise was a very long solo journey through nothingness, who was so in the zone she didn't even acknowledge us until we touched her shoulder. Obi's kindness and disdain for the timekeeping schedules everyone abides by while the fragile flower is all that remains of the once lush hydroponics.

I chose to tell the kid the truth about the ship being in disrepair, which felt like a significant choice. I was hoping to see Dorito at the launch day party, but a drawing of him from the kid did suffice ^^ 

I can definitely see this being a part of something bigger - maybe we can meet other inhabitants, help bring the colony into more of a working order and maybe they do run into something (or someone o:) exciting. And seeing relationships develop and change would be fun too. 

Thank you for making it!       

This game is really fun, the dog's point of view is a refreshing take. I did eat the spaghetti and appreciate the note about the onions being dangerous to dogs. I didn't eat the trash though, opting for a dog treat instead c': the house map layouts added to the charm and all the rooms look cozy. 

The interactions with Miss Hiss are organic. The player never feels stuck, and the exploration is rewarding. I did find it funny that we have a 'pocket' to transport the chair but unlocking a door is beyond our abilities.  Very well done! 

The design work in this game is phenomenal, and is immersive. The way the system reacts to the conflict was very interesting to follow, and  the supervisor breathing down your neck but unable to directly interfere brought in more tension. 

On a funny side note, when I tried to submit a rating the mismatch the system saw prevented me from rating until a page refresh, which added an extra layer of immersion by accident c':   

The premise is interesting (I like how they have to keep the potion brewing under wraps since general society isn't accepting but the magical society needs it) and I like all the art, it really gives you a sense of place. The detour is a nice touch and I look forward to seeing a full version ^^

I liked the contrast between the jolly streets and the eerie, less populated ones before the vending coffee sequence, it helps set the tone.  Having to scan a QR code for mundane things like unlocking a door is a bit unsettling, and then the vending machine thoroughly invades your privacy even before you can make a selection. Memorable experience, a great entry! ^^

Got stuck on the bottle choices as well (I thought the clue was the colors of the flowers corresponding to bottles but none of the combinations I tried worked), but the storytelling was solid, so I did enjoy it. The fairy shenanigans and attitude to other creatures were fun to read about and the wisp was channeling Navi energy, plus seeing the world when shrunken was also a nice touch.   

I got both bad and the good endings, and the good ending was definitely more satisfying. Really love how you styled the options to move and the craedit card. Very creative! ^^

I liked the worldbuilding and the characters, also how the world gets more colorful after a hug (and that you can reject the hug and that choice is acknowledged, and you can still finish the game ok). Hugs being punishable by witholding food is a bleak thought, but something I can see AI will try to do to keep those under their watch in check.

Easy to follow and engaging. The stakes are high. All the visual assets add a lot too, and I love the design of the characters. The music works well to enhance the tense feeling of this emergency. Great work! ^^

Well written, I like how the dreams expand on the inner contemplation, as well as how the playground you pass by changes day by day. The encounters with the busdriver and the coworkers, the struggles to write more with the limited energy after a long work day and the family relations are portrayed well. 

Small note: there is a dead end if you answer the phone call and don't choose the 'I'll be there' option. 

I did suspect the twist, but that didn't detract from how good of a story this is ^^ would love to see how different scores play into the game and how the story unfolds in the future

Definitely takes you on a journey, very creative and fits the theme well.