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chrisandersonj

18
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A member registered 13 days ago · View creator page →

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Nice, really built intensity! It was a fun moment realizing what I had to do. At first I thought just running commands was fixing the system because the decay level was going down, then I realized that was bad and I needed to stay focused. Definitely echos stress of debugging at a command line, searching for log files, mistyping commands. Very nice! It could be interesting to see how it changes the atmosphere to add some subtle music to the early part of the game. Overall I liked the sound design though!

Nice, really well polished, a creepy cohesive art style and interesting mechanics that were fun to learn! It took me longest to learn the 'states machine' and how its lever affected it. Great sound design and dirty lens effects,

Fantastic music! Sorry to hear the files are lost, that sucks!

Fantastic lighting and mood, and the puzzles were well done! I also didn't find the knife on my own, but I enjoyed the time spent trying!

Super interesting concept! The choices were impactful but I felt  like I was being experimented on -- very eerie and unsettling. Nice work!

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Fun, addictive and mind bending! I haven't quite got past the point where I lose on the first lie, but probably that's a skill issue!

Wow, super polished and engaging! Loved the music and sound design and that we never quite see the creature. When the player lifts the creature from the sea, I was reminded of the prints out of some Moby-Dick editions.

Do you get migraines? This captures how some feel, minus the monster, but including the inability to read and blind spot(s). Incredibly unsettling -- great work!

Hey nice! fun sound effects and music, and nice cutscenes -- I would have kept playing if there were more! The jump and platforms seemed well balanced!

I was really hooked by the splash screen & music, nice work! I would love to play with a controller so I could really swoop around with the music, maybe that's just me. I bet the current game loop would be more satisfying with some more audio/visual feedback when picking up and dropping things off: I made a couple round trips with no meat because I pressed the wrong button and didn't notice!

This hits hard! Well written and well polished. The emotion of the story & music contrasted well with the frantic way I felt I needed to move & click avoid the monsters: like I was trying to outrun the decay of my mind.

I loved the decay mechanic: it felt really stressful and really motivated avoiding the monsters. It also looked cool with the pieces flying in and out, the camera adjusting, etc. I also thought you introduced and mechanics of decay and avoiding the creatures well -- it was just unforgiving enough to teach the mechanic quickly.

I really got into it! It felt well balanced and my choices felt meaningful. Even if two options both just made things cheaper, one was morally different.

This really evokes a feeling of being out of control on a number of levels, especially after thinking I had the economy in hand for a moment.

Well polished and fun! Great vibe! I definitely thought I needed to hit the notes right when they were under the A, S, D,F indicators. Once I realized I could hit them before that, it got a lot easier haha! I bet it could be even more satisfying with extra feedback when you get the notes right, or extra feedback the better your timing.

Fantastic! Great premise, and great voice acting and pixel art!  I think you could run with the idea on an even bigger game: a monster fumbling to impersonate humans could go in so many directions. I think I accidentally advanced the story while I was learning the controls, so I kept wondering if I missed something important.

Impressive creation of mystery and unease from a simple concept! I wanted to know what would happen if I kept going, and kept thinking the head might fight back. The asymmetric platforms and movement-stopping attack were a bit annoying, but I could also argue that's part of the vibe & problem to solve. It could add to the suspense if the head did fight back very rarely, enough to keep you on your toes!

Thank you! And thanks for the feedback! I agree it’s certainly inconsistent that the overhead lights don’t have any effects: I really did not think of that haha! I also like the idea of a cooldown or consumable aspect to the torch That could certainly add some more tension

Glad the vibe had an effect! Thanks for the feedback! I’ve heard this from others also: I can see how both the ghosts and the objective can be confusing. (The goal was just get to the end of the levels)

Ah thank you! Thanks for playing!