Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Entropy Phi

A member registered Nov 05, 2014 · View creator page →

Creator of

Recent community posts

(1 edit)

Surprised at how smoothly the gameplay flowed for a small indie fps. Usually there's some noticeable hitches that slow things down or some control oddities, but I can tell you guys took some time to really polish the feel. The only thing I felt was missing was letting players use the number keys to swap weapons. The baby sounds were odd, but I'm sure there's some story reason behind them. Pretty solid for an alpha so far!

I made some very bad art. The dinosaur level was a favorite since it seemed to be mainly focused on just building a skeleton. The others being very open ended left me feeling more lost than creative. That's just me though, I'm sure other people enjoyed the more open-ended levels. Overall I had some fun making terrible art. Keep up the good work guys!

No problem, good luck with development!

(3 edits)

Surprisingly functional for a game jam (upgrades were a nice touch). Short, but in Alpha that's totally understandable.  I'm interested to see how you ramp up the difficulty and bring in other gameplay elements. Some more varied upgrades beyond just number tweaks would be cool to see. Maybe different shopper variations or some usable abilities. Anyways, I filmed a short video of my time with it. I'll link that below for anyone interested.

Thanks! Best of luck with it. I think you'll be able to make it great!

I can see you guys have some interesting ideas floating around but it still seems pretty early on. I know this is still a demo so I think there's some promise here, given enough time and polish. I included a short video below of my take on it, if you're interested.

I first found your work on Twitter, so I did a video on becalm. Loved the visuals but felt pretty limited exploration-wise. This was a nice change of pace. Being able to freely search around this world was really nice. Audio and visuals were great! Unfortunately I never found the sand worm, even after looking for a decent while. It would be neat if there were some secrets to find or more variation as you travel further from the center, also I accidentally left the game immediately by interacting with the ship, but those are my only complaints. Nice work with it. Looking forward to lots more from you in the future!

Well... I intended to play through this and make a normal video, but something happened along the way. This abomination of a video aside, I'd be happy to see more of this world. Pancake man deserves a fully fleshed out story. Also, who's blood was it?

Condemned references aside, I was pleasantly surprised a few times playing this. Some neat set design and unexpected scenes. Far too many horror games nowadays have opted for the boring "ghosts in a suburban house", so I'm greatly onboard with going back to actual creepy settings like this. I included my thoughts and some dumb jokes in a video below. Looking forward to seeing more of your work in the future!

A very interesting non-euclidean puzzle adventure with a few horror bits to top it off. It was weird, but kept me engaged through to the end. The visuals were also quite good given the confines of a game jam. Some scenes were actually pretty screenshot-worthy, which is very rare for game jams. Anyways, looking forward to seeing more of your work in the future! Sharing my video here for anyone else who's interested by the screenshots and looking for more.

Nice work for a game jam. The atmosphere was pretty moody and the monster animations were surprisingly well done. I particularly liked the glowing eye trails they had. It took me until the end of the game to finally figure out how to pull out the phone, so I definitely missed a bit, but I still got the gist. Staring at things to interact was pretty weird though. Especially not knowing what things were interactable beforehand, it meant I was staring at basically everyone for no reason. I cut most of that out, but I did collect my experience in a small video below.

Very well done for the restrictions of a game jam! You seemed to have a concept in mind and executed on it completely. I was even surprised to see multiple endings. The random missile/explosion SFX were kind of odd, but I guess it adds atmosphere. Anyways, looking forward to seeing some bigger projects from you in the future! Here's a little video I made while playing through it.

Probably too much context to explain in a short post, but I played this (around 2/3 through the video).

Probably too much context to explain in a short post, but I played this (around 1/3 through the video).

By the time I finished this video and got around to looking up more about this game it seems to have mostly disappeared. I'm not sure if it's still in development, but I'd happily check it out again in the future if so. Anyways, here's a little video I put together after completing the demo - if you're interested.

Very chill. Some pretty neat shaders and effects in there. I'd definitely play a version of this where you could sail in any direction, even if there was no other "gameplay". I'm pretty sure the version I played had a bug cause I noticed other people were able to switch scenes. Mine would just freeze for a few seconds whenever I clicked. Anyways, great job on the visuals! Would love to see more from you in the future! I put together a short video of my time with it if you're interested. :)

Took a shot at the alpha and built a horrible nightmare park of endless runs and chairlifts - guests loved it! Haha. It's has a promising start to build off of, but it was still a little too sandboxy at this stage. I play the occasional tycoon game and resource management and all those various factors to keep an eye on are big selling points for me. I'm interested to see how the game will play once that stuff is added in (assuming that's your direction). The visuals are nice and clean and the music is great! Reminded me a little of the Risk of Rain soundtrack, which is stellar. Anyways, I'm curious to see how this game will turn out as development continues. Included more of my impressions in the video below. Good luck with it guys!

That's understandable. I'd say keep making some fresh meme games but I dont want to imply that's all you can do. Keep up the great work!

(1 edit)

This was the perfect game to make a video of for Christmas Eve. Thank you Le'brokah -- er, something like that. The only issue that really bothered me was the mouse completely disappearing after the title screen. I couldn't find any way to use menus after the first, so I ended up restarting the game whenever I died. Also the UI existing in the world is kind of odd. I was able to clip it in to objects and it really started going crazy when I jumped off the world. Anyways, bless this game with an extra large sprite cranberry.  Keep up the fresh work!

Haha, I'm glad you enjoyed your time with it. Thanks for checking it out!

As a big fan of cyberpunk work I was pretty quick to notice this one. Visually it's great! The UI is clean, the character portraits are cool, and the environments are nicely packed and interesting to explore. It was cool switching between different gameplay styles, although the cat segment really threw me for a loop.

Possibly unrelated, but I created a game a few yours ago called Noir Syndrome. The detective/roaming parts of the game felt very reminiscent of the gameplay I worked on back then. If it was an inspiration, that's totally fine! If not, it's pretty cool how different people can design these detective games that converge in many ways. Obviously my old game was a much smaller project, so I'm interested to see where you go with this!

I really couldn't stop thinking about Paratopic while playing this. For a short little experience it was executed well. I think a series of these mini-vignettes would make for a pretty cool project. Here's a little bit of my time with it.

I originally posted this review (and goofy video) on Steam, but I figured I'd share it here for anyone else interested.

Lost in Vivo is yet another 90s retro horror game in the current wave of similar titles - but I wouldn't group it in with all the rest. It doesn't have excessive VHS or noise filters just to obscure some poor low-poly graphics. Things actually look decent for the self-imposed graphical limitations. It's a strange mix of low-poly and some pixel art textures along with a few modern effects like Bloom.

The game plays much like the old Silent Hill/Resident Evil titles where you have linear sections, semi-open puzzle sections, and plenty of weird cutscenes and creepy stuff happening in-between. This game also adds quite a bit of fourth-wall breaking and "alternative" gameplay styles at certain points. Not to spoil anything: some of these work well and add a unique touch, while others are predictable, having been done many times before.

The bulk of the game you'll be walking down slightly-too-long corridor sections, exploring some minor branching paths, fighting numerous creepy enemies, and generally just experiencing some spooky ambiance. The music and sounds work quite well, setting a foreboding tone. There could definitely be more sound effects to add more life to the world, but for what it is, the current audio does the job well.
The combat, like many other reviewers stated, somewhat devolves in to an action experience after a while. Although I don't think it ruins the gameplay like some might suggest. The enemy AI is a little boring in general, mainly just walking directly in to you and clipping your body, but the weapons all feel nice to use. Acquiring different tools and collecting ammo was a nice addition. However, since there are no healing items, you either need to die or stand around (possibly for minutes at a time) to regain health. I always opted for a quick death in those situations, which does detract from the horror.

All that aside, the game is quite buggy. Just off the top of my head: pressing the attack button while running does nothing but stop you from running, switching weapons with the number keys doesn't work about 50% of the time, reloads glitch out with the other animations giving you instant or non-reloads occasionally, almost every enemy clips in to your body, you can get stuck in the geometry (thankfully I was always able to get out), and enemies can also get stuck in the geometry. Worst of all: there are major sequence/save breaks that I see a few others have experienced. Thankfully I never ran in to those, as I wouldn't have the heart to start the entire ~3-4 hour game from scratch.

Overall it's definitely a weird and creepy experience, which is why I'm recommending it. I think you'll be pleasantly surprised at least once or twice with some novel sections. That and the monster/audio design is actually very unique. It's a game to play once and be happy you experienced it.

Pretty solid for a short game jam. I dig that you livestream all the development too. I felt like it was a little padded out at times with the distance between objectives (mainly because you couldn't run). The spooky hints leading up to the finale were well done. My favorite thing (which wasn't even related to the story) was the physics while holding objects. Being able to fling things around or spin them was just very entertaining and rarely seen in indie games. I filmed a bit of my time with it and put it together if anyone is interested in hearing more. Best of luck with your future projects!

Spooky fat guy in an alcove was my favorite part. Jokes aside, I think this one had an interesting premise but was a little half-baked. Ran in to a couple major bugs (enemies not killing me, enemies getting stuck, finishing the fuse box immediately after dying). The level seemed to be setup but not filled with much stuff. I see you're focusing on a "5 minutes of horror" series, and I don't know if there's certain deadlines you set with each entry. I feel like this could be much better if it had a little more development time. Regardless, it was an interesting idea and I'm sure you guys will only improve from here. I'll keep an eye out for your future titles. Good luck!

Hey, it happens. I'd definitely recommend checking out a walkthrough on youtube if you get stuck at some parts. Tons of videos of people showing off puzzle solutions on there!

Hey, thanks for checking it out! Late reply, but I hope it all started coming together for you eventually. :)

Haha, yep a couple people have replayed levels unknowingly - which is what prompted the new check/question marks on photos. I dug your inclusion of a live-action intro with the video. Adds a lot of character. Thanks for sharing!

Hey! I saw you already found my video, was planning to post it up here when I had some time. I was super surprised at how large and fleshed out everything was. There was a ton of content here compared to most alphas I've played. I was pretty interested in finding out more about the story and why everything was turning all plastic-y. Some of the level transitions and trippy effects (like the hallway with glitchy tiles) were awesome!

I noticed a few bugs, but I did play this a few weeks ago so they might already be fixed. I noticed that the monster could kill me through the wall/door when I was close. I also found out that crouching lets you walk/clip in to desks (at least in the underground area).

In the end I got stuck on the underground maze area. I thought I had searched everywhere but there were no definite landmarks to really give me a sense of where I was going. Maybe I just missed something obvious. I tried following the ceiling lights one time but that didn't seem to work. Some sort of trailmarkers like lights that you could turn on would make it much much easier to navigate the maze after dying. Or just some recognizable features. Other than that I really would've liked to see more. I think this has some great potential for an alpha, keep up the good work!

And for anyone who wants to see my video with some takes on it, here's a link.

Thanks for the tips! It definitely feels like more of a fast-paced horror due to the AI. Never was able to find the keycard after scouring the place, but I must've missed something obvious. Anyways, I think it's a solid start. Looking forward to your next project!

Hey everyone! Played through the game for a while and figured I'd drop by to share some opinions. Everything seemed really scattered and aimless at the start. I eventually figured it out and didn't mind exploring a little, but it seemed like things were just randomly far away from each other. Not a big deal since it didn't actually take me that long to figure things out, but I'm sure others could get lost. Once I got to the monster section I quickly learned that this game favors speed over everything else. Hiding/sneaking from the monster didn't seem like an ideal strategy most of the time, and he usually found me pretty quickly no matter what. Running around at top speed to lose him seemed like the only real way to beat it. I don't know if this was intentional and it was more of an action-horror experience, but it is what it is. I searched for ages and even though I could find the fuse and bolt cutters about 50% of the time (are they randomly placed?) I could never find the keycard. I suppose I didn't get too far since this is the first real encounter, but maybe I missed something obvious pointing to the keycard. Oh well, it's a promising start. I included a little bit of my time spent with it in video format. looking forward to more from the team in the future!

I know I'm late to the party with this, but I enjoyed my time with it. It definitely feels like a part of a larger experience, quite similarly to how I felt about the RE7 guest house intro. My main "complaint" would be that nothing was really interactable. Even if it had no effect on the story at all, it would have been nice to fiddle with things to fill up time instead of waiting around. Anyways, I'd love to see more of your work in the future, keep it up!

P.S. Is it just a coincidence that this is set right after The Blair Witch?  I don't think the stories are linked or anything, but the date is so close it seems intentional.

Thank you! We always try to develop our new titles with PC/Mac/Linux in mind.

Wanted to hold off on posting this until October. 💀 I thought the atmosphere was pretty well done. Turned out to just be a lot of audio scares, but it kept the tension up. I was really surprised this game was made in the duke nukem engine. Super weird to see in 2018, but you made it work. Thanks a lot for translating it to English! Always interested to see new foreign indie games that I can actually play. I gave it a shot and recorded my experience below.

Quite slick and very polished for a jam game. Not exactly my forté (I failed a lot), but the game design was solid. Including the different abilities to make a custom pastry lineup was a neat feature. I saw that you filmed the whole process as well which is cool. I edited together a quick video of my time with it for any of those who are interested.

Ah, gotcha. Who knows if I'll have the patience to hop back in anytime soon, but I'll be looking forward to your future projects. Good luck with everything and keep up the great work!

This was honestly one of the best game jam games I've played in a while (and I play a lot of game jam games). I made it about 7 days or so and explored three islands. I definitely would have played it all the way to completion if not for the permadeath. I respect the choice to design the game that way, but I was really starting to get in to things when I unfortunately died. 

My only issue was the lack of water early on. Given the slow-ish movement speed and very small energy bar, it was a big hassle having to first build a bridge (when you're still learning what to do) and then truck water for minutes at a time to bring it home. Is there any penalty for not having enough resources when you go to sleep? There were a few times when I was missing one resource or the other and aside from a comment it seemed to be mostly forgiven.

Anyways, I thought this one was great! I enjoyed my time with it so I put together this short video. I'll keep an eye out for more cool stuff from you in the future!

Very high-quality art for such a small project. You guys did a great job of capturing that sort of INSIDE/Little Nightmares vibe even with this short experience. The puzzles weren't too complex, I did especially like using the "echo" to solve them. I felt like that part could have been taken even further. While the story is open to interpretation, I definitely felt like I had a good idea of what you guys were going for (mainly based on the river/ambulance scene). All in all, I thought it was a great little experience so I put together this video of it. I'd love to see more projects by your team in the future!

I couldn't get over how wacky the cat model and animations were. All of the art was quite well done. I felt like I've played a "cat knocking things over" game once or twice before, but not in third-person. It was cute and pretty funny too, so I made a short video of it. I'll look forward to any more games from you guys in the future!

I was pretty pleasantly surprised by this one! For the limitations of the lowrezjam, it all works quite well. My eyes did burn a bit at first, but I quickly got the hang of it. My only minor grievance is that the enemies felt like small annoyances. They didn't provide any rewards and could mostly just be walked around. Other than that I had fun with the short playthrough. I'd be happy to see more of your stuff in the future. Thanks for putting it up here!