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Dimitris

8
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A member registered Feb 21, 2024 · View creator page →

Creator of

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The game felt quite surreal. I wonder if there were alternate endings I did not manage to find. My only criticism is that at times it felt a bit incomplete - but that could have been your intention.

That is so cool. I was like "what is happening, I remeber having read that, where did it go?" and it literally felt like I was dissassociating.

I quite like the cynicism of the whole story. The concept of figuring out information piece by piece / step by step was really intriguing.

At the same time, though, there were a few options I did not understand: first of all, what does building up courage do? Also, "You figure out something." implies that you have uncovered information; however, many times, no extra information shows back at the restroom.

Love the moving title and the overall concept.

Going back to the main train page ("Stepped onto empty train...") feels a bit slow since the animation plays every time and breaks apart the game's rushed nature.

I also seemed to have encountered a bug where I ended up in a completely black screen which I could not exit (I didn't realise what I did to get there - possibly clicking on the item just as the time ran out). RN I am just trying to make the game somehow restart (?)

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The illustrations are really engaging. I initially got a bit confused trying to find the bad ending (since I got the good ending immediatelly) until I remembered of the dice. I quite liked the randomness mechanic, and I think it could be used even more effectively. Also the color of the ingredient in the potion endings is a bit misleading - I missed the entire ingredient selection until I read the comments.

Love the different endings and the time element. Also, the overall aesthetics really cover the space vibe. I wonder if you showed the number of possible endings, it could possibly further incentivise engagement for 100% completion.

I quite like the escape room vibe.

I think that implementing a "punishment" mechanism for getting the code wrong would have been a great addition, enhancing the game's engagement. Instead of providing a list of possible answers, a textbox to accept answers would also have been nice. I quite liked the add and subtract buttons, though.

The game felt quite surreal - I would even describe it as if I was "walking" through a poem.

There were a few things I didn't quite understand: Do the actual choices affect the story in some way, or all lead to the same progression?

From a technical standpoint, I noticed that the jewel and beetle numbers could be negative. Was that intentional?

Lastly, I wish there was a description here providing some more context.