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A member registered Aug 26, 2021 · View creator page →

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Great use of illustrations, the whole aesthetics looks very consistent, along with compelling messages, I was really inspired by the part when there are very few objects you encounter, feels like a place out of space and time.

The energy is here is insane, the color palette reminded me of Gaspar Noé's film Climax. Feel like you guys found something that has the potential to be pushed further on the virtual artwork exhibitions

The player repositions when camera shifts were so intuitive I didn't even notice at first when I was going through the stages. And the sound effects when zooming was SEAMLESS! Thought it was part of the BGM the first time, this is such a complete game in the time given.

Love the trailer especially when the title dropped, the street lights look great with URP! Love the idea of a "broken" protagonist going thru the world collecting pieces of themselves.

The lighting is genius!!! I can't believe how simple yet effective it is!! The space/settings you guys were going for is the perfect companion for that lighting. Information wise it's almost like a 3-d game on a plane since players can only see where the lights are rendered. The combo of in-media res and introspection is really interesting and executed very well.

I love how "grindy" this game is, feels like a great game for Ludwig to spend 24 hrs on trying to do a 0 % no glitch speed run. It is truly amazing how you guys ended up with so many mechanics and not feel cluttered and still plays like a seasoned old classic. 

The general aesthetics here really successfully amplified the context you guys are trying to explore. Appreciates the motif of separating different levels with different themes.

I really love that you guys decided to treat "literal" signs as "physical " objects in a virtual setting. This really inspired me to explore the potentials of game engines and their potential to be great narrative devices! 

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This game showed me how games can be immersive mediums for serious narratives and the fact that you guys did it in 2 weeks show a lot of its potential. I also recalled the tension between literal metaphors and pure abstraction. I truly believe game engines are perfect places to find a place in the middle, to leverage languages, and gestures we've already picked up with older games and life experiences. Overall I love your directions and execution!

This is such an engaging game, reminded me of all the recent lightweight games streamed on twitch with close to impossible levels. I genuinely enjoyed playing through it and getting better each run. It's not hard for me to see some seasoned speedrunner mastering this game.

This is such an efficient game, during my multiple playtest runs, the visceral feeling of fear never decreases. The fact that you guys have achieved so much in such a short time really inspired me. And the core gameplay stayed consistent throughout different stages of development! Love the additional touch-ups after the first playtest versions, you guys navigated can captured the feeling of fun/creepy so well!