Now this was fun! A pretty visually unqiue setting for a lot of these types of games for sure.
It personally takes me out of it a bit that this is actually, recognizably, McDonalds when you could quite easily have it be a more generic (but still very reminiscent) burger place - though that's not to say a stretched out Ronald face isn't hilarious.
But still, quite creative overall, and just a neat idea of wat lies beneath something otherwise innocent. Good work!
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Well now, can't say no to some old school slasher fun.
This one is quite hilarious - the music that very suddenly pops in when the killer appears just keeps getting funnier. Even if unintended, I like that detail. I also love having several "good" endings wher you escape in various ways - although I will say that having to be oddly specific with your mose clicks for each item is a little bit frustrating, but that's a munor complaint.
Simple and to the point! There's actually a lot of decently creative, if not new, scares in this one that I really appreciate, even if the premise and the endings in and of themselves are a little bare bones.
The one real big problem I had was the key in the grate - there seems to be some messy physics that results in it being possible for the key to be outright blocked. A minor thing though, since a sensible checkpoint lets you start right there.
Had a good time with this one!
What a neat idea! It's so rare to see Cryptid Hunting being used as a premise for these games, oddly enough! Was this by any chance inspired by the Owlman from England?
Either way it's a neat premise, and I'd love to see something more fleshed out come from it.
So right off the bat - the mood, the music, the sprites, performance - all is top notch. It's a very neat idea, and running around meeitng these incredibly messed up zombies is great.
My main problem is just how difficult it is to actually find your way. The map is particularly labyrinthine, and there is little way to know where you should be headed. Add to that that the zombies can sometimes only be dodged by luring them into another room due to the hallways being too narrow - and even then, I found them just dancing back and forth at the entrance at times.
The result was a LOT of deaths, which wouldn't be so bad if they felt slightly more justified. Maybe I am just blin dand bad at directions, that's possible, but it did get just as frustrating as it was otherwise fun.
But I can't put a finger on it stylistically speaking - beautiful stuff!
To say that I have played al ot of these super-short games that are essentially just about leading the player to an end goal where they meet whatever will kill them would be understating it. That is not to say it is a bad thing, mind you, just that I see it a lot.
And here, I see it done very well. From the beginning with chanting people praying for your safety as you are lowered into the dungeons, and the minutes you spent feeling a bit lost in there and to the big scare, things ooze with a specicic, dour atsmohpere that I really appreciate.
So good work on a good spook!
What an interesting litlte one this was.
So often when games deal with cult, we go all out horror and end up seeing the aftermath of a cult already having done something terrible, or being in the process of summoning something, or so forth It is rare to see the more manipulative aspects on display - especially with a sprinkle of humor here and there!
Big props to the artist, and to the voice actress, as both do a great job being just a little too cheerful and just a bit unnerving. Very nice stuff.
I do wish that the game had some unique grapghics for the three endings, as that woul dmake it feel a bit more complete, but I understand this was a Jam game, and time was short. Still, I enjoyed this one, and put it in this giant scary games compilation for Halloween. Very nice work!
It is not only surprisingly rare to see people do Gameboy stuff, but I have always been a bit curious about how few horror/sci-fi games actually go with the classic Giant Insect trope - and here you are, giving us a big heaping helping of both.
I had a lot of fun with this! The sprites are great, and there are quite a few surprises to be found - to say I did not expect the final boss I got would be an understatement.
While I understand that combat would have to be simplistic out of design due to being on the Gameboy, it does, at the moment, kind of come down to luck - do the enemies dodge too much? Did you get to the Spider without enough health? You're basically done for, with little chance of recovery. The leveling up system and the bat certainly help and make you more badass, but it does feel like it would be surprisingly easy to grind yourself into a corner.
And while I can appreciate the creepiness of a quiet base, at least a bit of ambience for those segments would do wonders - as it is, you end up just kinda wandering around quietly a lot, looking at (mostly) cute overworld sprites, and not even hearing footsteps or some insect noises. It gets to feel a bit like a void sometimes.
Overall though? This was pretty great.
I've really enjoyed the Mr Hopps games (as well as Cold Call, really wanna see what else you got in store outside of this series), and I have to appreciate how much new is done with each installment.
This demo is definitely promising, aside from a few issues - I found the floor button puzzle hint a bit misleading (it seems to imply you have to cross over the buttons rather than just touch the corners), and mouse sensitivity is incredibly high. But from there - it's silent, eerie, and seems to be finally linking the two generations in a bigger way, which I am quite excited about.
Also? Stunning character models.
So yeah, definitely gonna play this one as well. Keep it up Moonbit!
For serious though, the graphical style is very very cute, which given this is a visual novel is key - love all of Melissa's expressions.
The coolest part is absolutely the escalation of events in the true ending - a couple of steps further than most of these stories go for sure, and one that entertained me a lot.
Good work! Loved it!
This was a lot of fun! I do have a weakness for the "cute thing turned horrifying" subgenre of horror games, but I do like how this was played - the bakery segment is genuinely fun, and the horror part is, thankfully, fairly forgiving. Bonnie retaining her cutesy character model is a very funny touch, too, so big ups for that.
The one major frustration I had with this is the password being randomized. Whihc I do understand for the purpose of preventing players from just breezing through, but when you're trying to go ending hunting, it just becomes a bit of an annoyance. But those are small potatoes.
Really excited to see what the future brings for Bonnie! Good job on this one!
Kudos on creating a bee character that I, who hate bees, could immediately kind of love even as a mostly silent personality-void protagonist. The idea of this much smaller adventure happening inside a full fantasy world is neat, and I adore the premise of some enemies being mushroom-zombified insects. That's very neat.
For the most part, the game is great! It controls smoothly and is very fun and interesting and the demo is HUGE, with a lot of awesome content - but there are a few things about it that could see some ironing out.
For one, I found it odd to have the Blast Pods given to you long before your sword, and there really being no tutorial letting you know you could pick up web cones containign ammo or berries - the latter of which you don't get to use in the demo. Introducing a game mechanic that sees no use is a bit frustrating for that.
Another is that I feel like bosses and regular enemeis alike just take too many hits. The second boss in particular became a nightmare not necessarily because he was hard, but because even when you knew what to do it took ages to beat him or even get a shot at his second form - on top of the range of his attacks being hard to gauge (for me, at least). It was also sometimes unclear on where you had to go next - which I get is a part of the exploration, but if defeating the second boss opens the big gate that leads to the next area, perhaps a cutscen should tell you so. I spent ages scouring every other room for some item I needed or the like without even considering I was allowed to move on.
These minor gripes aside, I adore Beeknighted - it feels very nostalgic to play, and I can't wait to see more.
I actually had my eye on Fear the Spotlight before largely thanks to the great title, but never got around to playing the demo until the Demo disc dropped - and man am I glad I finally did.
Fear the Spotlight wears its PS1 Survival Horror vibes on its sleeves, and this demo gets you started IMMEDIATELY. You barely take three steps before you are face to face with a terrifying villain! While I am sure the fullg game will have more of an info, I really hope it gets to this level of intensity fast too - it was jarring and effective!
Honestly, I just really loved this, it was everything I wanted. My one gripe was that, when you approach a door, it freezes, tells you what the room i scalled... and then forces you to go in. With the rooms not being instantly recognizable as things are right now, it would be nice if you were asked wether or not you wanted to go in, to avoid accidental "repeatedly ending up in a room you aren't trying to go to" scenarios. But that just may be me being bad at mapping things out in my head.
The demo was a wee bit short - I wanna see more Spotlight head, Dangit! - but it did leave a perfect little appetizer in my mouth. I'm totally on board for this one, so best of luck folks!
10 Dead Doves impresses right away. The mixture of more modern standards of cinematic composition in cutscenes with oldschool character models and slightly-too-detailed faces gives the game a lot of personality right away, especially when the more mundane hiking part is immediately preceded by something wild and surreal to keep you engaged and curious.
Our two leads are great - charming and funny. But I do feel like their dialogue gets a bit too inside-jokey on occasion at least at first. I get that this is done to assert that the two know eachother well, but it happens a lot and very fast to the point of some parts of the dialogue being near incomprehensible, at least to me,
I'd also have liked if the demo either removed the trash if it doesn't play in until later, or gave some indication of what it will be good for. I compulsively picked it all up whenever I saw it with no payoff. But that's a very, very minor nitpick.
10 Dead Doves definitely has my attention for future purchase with its quirky identity and bizarre events - keep it up, guys. Excited to see where this goes.
Thank you very much - I tried to do just that several times thinking that had to be it, but I somehow seem to have never gotten the prompt and just assumed I was wrong. Appreciate the help!
I hate to admit it, but I am COMPLETLEY stumped by your hubworld.
I have played the three demos that are available at the start.
I have found the bolt cutters and gotten access to the hallway.
I have found the wrench. I ave found two quarters. I jave been to the bathroom and the basement and cannot do anything more in etiher.
And I cannot, for the life of me, find a single other item or any single place where I can use any of these things aside from the chains I cut to get to the hallway in the first place. I have scoured every pixel for the better part of half an hour, and I am no wiser than I was before. PLEASE write out a guide somewhere, or make something a bit more clear. I have absolutely zero idea how to access the rest of the demos legitimately - I wanna experience your hubworld. I just see absolutely no way I can.
And here we go!
I played the original about two years ago with much enjoyment - from the cute romance between Aiden and Dan, to the surprise reveal of the villain, and to the delightfully messed up bad endings, the whole thing was a delight - if one that had the occasional bug or minor irritation for recording purposes, such as shutting down whenever you got killed. An artistic choice I understand, but one that made recording a bit of a hassle.
As a remake, well, the new art is utterly delightful. The original was good, but this seems to be done with a much more confident sense of style, and the pink/green color palette gives it its own unique look. Generally, the rewritten dialogue is good, too.
As a remake, I didn't notice much new beyond this, plus one puzzle involving helping Dan survive that I did enjoy the addition of... as well of a deliciously screwed up Bad Ending that I certainly don't remember from the original. Maybe I missed it - but it was hilariously evil all the same. I loved that.
Really, it comes across more as a remaster than a remake to me, polishing up some of the kinks and giving it a new coat of paint. I admit I had hoped for a bit more new, personally, but this is definitely now the definitive way to play what was already a damn fine RPGMaker horror game!
You mean the chips? I was under the impression they could only be picked up from the top due to placement of other things in the kitchen. I will try in the morning - I recorded a playthrough of the original two years ago, and definitely want to play this remake.
Nope - the chips do not disappear. They stay, and I can just pick them up for infinity, with absolutely nothing happening when I interact with the bowl, no matter where I stand- feet at the interaction point or otherwise. And yes, I am playing the Windows system.
Believe me, I am as bewildered as you, I have no idea how something like this could happen, but I tried every single thing I could think of.
So first of all - I played the first game back in '20 and loved every minute. I would love to play this remake... but I am running into a problem already.
I literally cannot put the chips in the bowl.
I can pick up the chips (in fact, I can pick up infinite bags), but I cannot in any way interact with the bowl. Nothing happens. Not even a text box if I interact with it first. I tried turning off the game, reloading a save, starting over entirely... but literally nothing happens if I approach the bowl and press an interact button.
I even deleted the game folder and re-extracted it and started the game over, but.... Nothing whatsoever. The only other thing I can interact with is the salt and pepper shakers.
It's a weird and hilarious little flaw, but I really do want to be able to play the rest. Just figured I'd let you know this.
So, I will say a few things about this demo that put me off a bit
- A so far total lack of context for the fact that you are shooting letters at these puppets and how it works. Absolutely leave some mystery for the main game, but still - just some acknowledgement of it woulda been nice.
- I was able to sequence break at the start, and go somewhere where the tutorial messages of how to tape up puppets didn't appear at all - meaning I had no idea why enemies weren't staying down when I shot them. Funny, sure, but frustrating.
- The puppet chatter. It's funny, it's charming, it makes total sense for the game so I certainly don't wanna be without it, but it needs to be turned down at least a little .it's hard to get into the spooky atmosphere when three puppets in the same room are endlessly jabbering about mail, and very loudly to boot.
That aside - I REALLY enjoyed this. The puppet designs are lovely, the game flows nicely and makes a certain amount of sense once you get into the Sesame Street-ness of it and it spuzzles ,and I am definitely curious as to how things work around here. And a few scares are fairly clever, like a puppet storage, inert puppets suddenly being alive when you return to a room way later, things like that. I'll definitely be playing the full game and likely enjoying the hell out of it. Great job so far!
So, when you get right down to it - this is a very simple game. You solve a handful of puzzles, see a spooky man, and the spooky man chases you. In that regard, it's quite straigthforward.
But that set design though.
The whole apartment is brilliantly set up, the sheer amount of religious paintings setting things off in your head, reading the notes, hearing the noise of radio and TV. The whole thing was unpleasant to BE in, knowing what kind of person lives here, and you really deserve some major props for that - so well done!
Well now. That was terrifying.
I have mixed feelings about "incrompehensible" horror games like these that are just a few disconnected spooky moments, but these aer so bizarre and so effective that it's hard to care about that - the ending was a genuine freakout for me, so kudos on that! High quality stuff right here!
Well, that was a fun little experience. The sudden darkness, the leering cashier and the sound does create some good tension very fast, but I feel the game lacks some matter of climax outside of just crawling out the window and leaving to really bring it home. Still, a fun time!
This is a failure on my part - I did actually know this was a shcool project, but appear to have forgotten while writing the above comment, hence the "prototype" remark, which I now do feel pretty bad about. Thank you for reminding me.
I have played other games made under similar conditions, and I did not mean to disrespect the educational process or the work of the team - I apologize if it came off that way.
I don't know the details of development personally, only what I experienced as a player, and if anything any disappointment I have comes from wanting to see more of the world and story that was created, but finding it difficult to do so in the current state.
There really is a lot I like here, and I really would love to see an updated, polished version should the team choose to do so. Either way, I wish everyone the best.
I just took a stab at playing this - first of all, wonderful to see a game by danish devs, as a dane myself. I definitely recognized a lot of objects around the school from my own childhood, even if the whole locker thing makes it look more like american schools.
I love the idea of running around a school looking for your confiscated toy and hiding from a janitor, but as the game is now, I found it nearly impossible to really play. You ALWAYS hear the janitor's footsteps right next to you no matter where he is relative to you, and several times I saw him patrolling the same two halls over and over again regardless of where i was trying to go. It frankly made trying to advance tedious and frustrating, and this feel less like a finished product and more like a prototype.
i really did want to record this and play it, but it just became a whole lot of "trying the same thing again because i couldn't make sense of the map and had no way to gauge where the janitor even was", and it's a shame. If you ever update this game, I would love to know and give it a second stab. As it is now, I just can't find the patience.
Still, I love what you are doing here, and really want to see more.
Oh now this was interesting! A killer toy in Christmas in a sea of Evil Santa games is a delight to see - and it certainly is delightful in terms of art and atmosphere.
I did find it a smidge too dark for its own good, as I found half the items by accident and couldn't even quite tell what the contraption you end up building is and I would like to be able to appreciate the art more, but still, a unique concept and fun execution made this a lot of fun.
Well that was a heck of an experience.
I am almost a bit sad that it all turns out to be a bit of a joke, because the actual horror aspect was so incredibly well done - but all the same, the result is just too funny for me to mind. Good work!
I do adore me an RPG Maker horror game, but this one was slightly different - it's a bit oddly paced, practically being a visual novel for 45 minutes until you explore the Witch's house for a bit, but from there it does pick up.
YOu have a real charming little world with a fairytale esque lean to it I enjoy, just having to accept the rules of magic and what else is going on. Protagonist is just a scarecrow, no deeper history to it than that. I do like it. And when it does get gruesome, it does so suddenly and startlingly, which I do appreciate.
Also the art is absolutely adorable, so that's another plus. Wonderful little game.
I admit I was a bit surprised to see this entry take such a big departure from the Twilight Zone / Outer Limits inspired look of the others, being more 80'ies horror inspired and in color... and then I remembered other versions of Twilight Zone than the 60ies one exists, and it makes a bit of sense after all, hah.
In seriousness, I like this one. Less focus on point and click puzzling, and feels more "directed" in how it takes its time, sets up scenes and naturally leads you to the next bit of the story. All while remaining just explained enough to be intriguing, but not enough to give you every answer.
Your pixel art is gorgeous as always too, and it just all adds up to an awesome experience. Really loved this one, and I'll be hanging on eagerly for a potential epsiode 4. Great stuff.
So first OF ALL - i ADORE THE ART!! KUDOS TO THE ARTIST ON ALL OF THIS.
aS WELL AS YOUR VOICE ACTORS - THEY WERE ALL A LOT OF FUN, DESPITE SEEMING LIKE THE MUSIC AND VOICE VOLUME SETTINGS DIDN'T ACTUALLY MATTER MUCH. i HAD TO BASICALLY JACK UP THE VOICES FULLY AND TURN THE MUSIC DOWN TO ABOUT HALF BEFORE i COULD TELL MUCH OF A DIFFERENCE.
fOR THE GAME ITSELF, IT IS QUITE FUN. a SIMPLE PREMISE, A BUNCH OF NOTEWORTHY CHARACTERS AND A REALLY IMPRESSIVELY AMBITIOUS AMOUNT OF POSSIBLE ENDINGS. uNFORTUNATELY, THE ONE i GOT FELT SOMEWHAT ANTICLIMACTIC IN THAT THE PROTAGONISTS JUST SORT OF GO TO BED AFTER A FEW DEATHS AND EVERYTHING IS BACK TO NORMAL IN THE MORNING, AND i FEEL LIKE THERE COULD AT LEAST BE A LITTLE MORE OF A CLIMAX TO IT. bUT PERHAPS ONE OF THE MANY OTHE RENDING SCRATCH THAT ITCH. iT JUST SEEMS LIKE A LOST TO PLAY A 40-MINUTE GAME 20+ TIMES TO TRY OUT DIFFERENT COMBINATIONS.
bUT i REALLY DID ENJOY THIS A LOT, DO NOT GET ME WRONG. wRITING' S FUNNY, ART IS GREAT, VOICE ACTORS ARE CLEARLY HAVING A BLAST AND IT ALL MAKES FOR A SUPER FUN EXPERIENCE!
Well this certainly got interesting.
I thought this was simply going to be a five-minute trek where Grandma makes you do something bad, and with a visual style and overall atmosphere like this, that would have been more than fine. I especially like the piano keys used for dialogue noises, communicating so much just with which key they are playing.
But then, on a third playthrough, it quickly becomes a lot more intriguing, which I really appreciated. I kind of wish you got to see more about some earlier owners of the Toy Box.
My main complaint is your dialogue text. It either needs actual dialogue boxes or a much more readable font - it just takes up too mcuh space, and is simultaneously too hard to read. It also had a tendency to randomly skip itself, which is mildly frustrating.
But man. Good Boy was a much more interesting experience than I expected, kudos to that!
I'm amazed just how different your games are in terms of presentation. From the much more somber Salazar House to this Slasher Movie extravaganza, it's like night and day. Voice acting was excellent all around, and once the slasher part gets going, it GETS GOING.
It was kind of oddly paced in that you spend a good chunk of the game really just going to do laundry and meeting the occasional weirdo, but it was a lot of fun just to explore - you will see I had a blast looking around in the shop at all those awesome fake film and video game covers (and the inclusion of ACTUAL horror comics is insane! So cool!)
This game is balls to the wall with its slasher vibe once it starts, and if I have to point anything out, it's that the final confrontation gets just a tiny bit weak after all that buildup, with you doing little more than walk around and shoot. Slashers tend to off their killers in extraordinary ways, and it might have helped.
But that's about all I can really put a finger on, and that's absolute peanuts. What a great game. Glad I played it.
I do really like a lot of what I see here. The art is nice, obviously, characters are interesting, and it's a neat spin on the whole cycle thing you see in horror games. Not to mention the various puzzles are fairly simple to understand and find within context given in the game, rather than getting as obtuse as some RPGMaker puzzles do.
That said, I gotta admit I enjoyed Ouija Sleepover more, and it might have to do with me finding this game's story a tiny bit unclear. It's totally possible that I just misunderstood stuff, but I just don't see myself playing the full thing through to try every combination of interactions with Fio / opening the box to make sense of it all, and one ending I got felt oddly disconnected from the story itself - to me, at least.
Don't take this as the game not being high quality. It's good, DAMN good as can be expected from Hatoge - but I certainly did prefer the former game. Still, absolutely gonna be in line to play the next one, no question about it.
My main point of criticism (and spoilers ahead here) would be that while the scares you experience before the end are pretty startling ,they also end up ruining the ending by showing you the Devil far before you meet him. I feel like the scares could be something different yet still demonic, so him appearing at the end still feels likee a unique event.
Aside from that, I greatly enjoy this, and Seth's voice actor did a wonderful job. Kudos!
So this one is utterly delightful!
I like the sheer bait and switchy nature of the premise and presentation. Oh, it's in the horror tag! But it has cute graphics. But they are playing with a Ouija board! But nothing happens and it's just cute banter. But---!
I do also appreciate the different endings, and just how hardcore some of them get, although (and I realize this was for a jam, so perhaps this could be considered for a later updated version), I feel like the game needs a hint somewhere for the name to input to get the worst ending, or at least installed similes - it's pretty nearly impossible to just guess outside of trying random crap out for a small eternity.
It also seems to me like very little depends on your actual responses outside of the name. But again, I realize this was for a jam and time is of the essence. Still, it's a wonderful blend of styles, and Hana herself is adorable. I loved playing this.
There's a real art to the horror that provides no real explanation, and this nails it - very intriguing. Loved playing this.
II am late to the party on this one, but I did really enjoy myself. In particular, the glass cracking as you are walking through an underwater tunnel is quite the experience.
If anything, I would say the game seemed a little over reliant on sudden cutscenes. I feel like there were many times where I barely got to take five steps before I had to watch another scene, which aren't really clear wether they are supposed to be visions or something. Maybe if thye happened after finding notes or such it would make a bit more sense.
Still, a fun one for sure!
So here's the thing.
I normally have very little patience for games that base their horror on being incomprehensible. A lot of the time it just feels like randomness for the sake of randomness, shaking off any unease I may feel.
Trumpets is not one such game.
Granted, I still have no idea what is going on in it, but a simple trick like forcing you to rely on sound to lead you to the jump scares, the narration at the beginning and the way CDs change the environment, there is enough here to get a player genuinely curious. I thoroughly enjoyed this one, I really did.