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Eshbaal

236
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13
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33
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A member registered Oct 20, 2018

Recent community posts

(Y
(Your game 32:27)

Well, sorry for sticking outside of the intended audience, I guess?

Either way - Caught by a Spider is a pretty fun little game. Spider herself has a lovely design, and the invisible "hearts" system determining the ending is quite interesting - as is the ambiguity as to wether or not she truly is a spider, or it's all in your head. Interesting stuff!



(Your game begins at 18:51) 


A fun little romp, this one! While obviously nowhere near as polished as Meliisa (which I adored back when I played it, by the way), Petya manages to be funny, silly and just briefly, a bit intimidating. Good stuff"! Can't wait for Date Time to be complete!

(Y
(Your game is first in the video)

Certainly an interesting take on the whole Yandere Visual Novel sim - the notion that the specific nature of the "date" and of Kira herself seems to change depending on your behavior is quite interesting!


From one killer clown tl the other, after Terror at Oakheart I had to try Massacre at the Mirage. 


Let me say, I immediately love a lot of things about it, particularly the theater setting itself. The slasher movie posters, the Halloween decorations, all of it is great and a perfect slasher location. Like I keep saying int he video, I just wanna live there. And it's a nice touch to get to play as each character getting killed instead of exclusively getting a scare by finding their corpses. 


That said, knowing this is a demo, there is definitely some polishing to do. At the moment, blood looks more like jello, there's some awkward transitions to moments of action, and the voice acting is, while entertaining, overblown enough to kind of Lilly he vibe a little. 


ONE thing I'd like to see is a bit more life and variation with the customers in the actual ticket sales bit of it. Just a slight bit of variation to their lines and personalities would make it a bit less monotonous and not feel like it drags like it kind of does at the moment. 


Massacre at the Mirage is still shaping up to be a roaring good time though, and I'm super excited to to see the rest of it! 

Oh yeah, now this is a ton of fun.

It's one thing to be playing a game where you're stuck in a car, capturing both the feeling of safety of being in a vehicle... and the trapped feeling of realizing you can't really go anywhere else once things start happening around you.

It's another one to go as cartoony, balls-to-the-wall with the Hell imagery as this game does.

No deep metaphors, no attempts at an ironic hell - fire, brimstone, chains, monsters and zombies, all there to get right in your face and make your drive a nightmare.

Sometimes it's nice to see something that is as unapologetic as this is. And I loved every second of it. Great work!

What a cool little game!

It definitely gives Inscryption vibes, and the base tension of Russian Roulette lends itself way to a game of chance like this.

Some of the randomizing of items do seem to be a little lopsided sometimes,though. I feel like I had a few rounds where the AI constantly got cigarettes or spyglasses and I got nothing but handcuffs, but oh well. It IS a game of chance, after all.

I appreciate that things are kept mysterious. Just you, this weird creature, a shotgun and the game. Great work!

This one was fun! I like seeing a Puppet Combo esque game where there is a bit more surrealism and method to the villain in question, and I particularly enjoyed the various ghosts sad backstories.


I did run into some issues, like the Inquisitor getting stuck in place resulting in me hearing the danger music forever, as well as him kind of just meandering around and being more annoying to shake off than he should be. 


It could stand a little polish in terms of transitions from scene to scene, location to location, gameplay to cutscene, as it is a bit sudden and jarring - but that also kind of brings to mind the kind of messy Italian horror movies the game seems based on, so perhaps this is a stylistic choice. 


Either way, I did enjoy myself a lot playing this strange, spooky little game. Good work! 

Took me a little longer than intended to get around to this one, but I am very glad I did.


I rather enjoy RPG Maker horror, and this was certainly one with a very unique setting, that interested me quite a bit. And without giving too much away spoiler-wise, I was very happy to see that a Restaurant-themed horror story did not go the obvious route that so many of them do. Well, sort of. But with a bit of a twist I highly appreciated.


The actual restaurant managment minigame is a little odd. I do enjoy playing it, but I actually didn't notice much different from the accessories, and raising customer patience basically meant I never had to try and use any of the others. And every time, I ended up going over time with no consequence. I'm a little bewildered as to how that works, and maybe it could use a bit of a workover. The idea is good, it just kind of felt like I Was forced to take five-minute breaks between the story more than anything else.

And I do wish more things happened in the apartment - stuff through the window, a few more hints as to the full story, etc. Just to keep it varied.


That said, Dead Plate and all of its endings entertained me thoroughly throughout, and we have quite a lovely art style and intense villain to work with - all the stuff a good RPG horror game needs. Highly recommend this one!

So, as far as a Demo goes, this is pretty charming.

I adore the title card, the overall cheesiness of the premise and its scares, and a few moments are rather inspired (like the camera suddenly flashing after you find certain things). So far, the puzzles themselves are pretty simple, and the Demo doesn't show THAT much, but just enough to get you curious...

...until the ending. Personally, I find it far more intriguing when a Demo ends on a higher note. A strong visual, or a story development at the very least. And simply descending into a dark basement doesn't really do that. It just kind of deflates the experience so far, at least to me.


But still, this is just a demo, and you've definitely made me thirsty for more. Good job!

Good lord, now that got intense.

Even if this is a quick game, even if it takes place in a house I have seen in several other horror games, even if it is not necessarily original, the tension is immediately high and the jumpscares are highly effective.

And I do appreciate that, once pushed far enough, we finally have a protagonist who arms themselves, rather than succumb to the usual hide and seek fare. No dice with this one!

The real main caveat to this game is the text intro and outro. I get you just wanna get to the action of the game, but they are written to dryly and matter-of-factly, that they feel anticlimactic rather than tension building or sad as they are supposed to. Like they were slapped on as an afterthought. A rewrite and slight tweaking of the wording would do wonders, if there isn't going to be some kind of ending or beginning graphic.

That said, Fatal Midnight was a blast. I wholle enjoyed it.

(Your game starts at 14:14)


This was a great ol' time. It's completely ridiculous, lots of fun and super fast-paced and manic, just like you would want a christmas horror shooter to be.
I kind of wanted at least a little more context - like was Santa poisoned, and if so, why? And what was he actually shooting at the whole time or was the literal entire thing in his head? Just a little bit of clarification on that would be nice.


But still, it was a blast to gun my way through snowmen, presents, nutcrackers and rocking horses for Christmas. Good work!

(Your game is featured first in this video)

Ah, Killer Santa. It's just not Christmas without at least a few of these.


Satan Claus is pretty fun. Clearly aware that the idea has been done a lot, it decides to just have a little fun. Well constructed and with a few funny additions, it becomes an enjoyable little romp.


The two major things that held it back a bit for me was the Santa's tendency to meander about and constantly walk back into a room right when you were doing something, not to mention having to restart from the beginning every time you got hurt. Well, that and a minor bug getting me stuck one time.

Still, fun little game over all. I sure enjoyed it.

((Your game begins at 22:27))

Now this, this was genuinely kind of freaky.

Not even the killer himself, but the whole situation that surrounds him. The very idea of a killer being so prolific, so on schedule and so unstoppable that a whole town has set safety measures in place is quite scary, and then finding that you STILL aren't safe enhances it.

And the strange transitional moments between scenes... I am unclear on what they mean ,but they certainly serve the surreal feeling of the game well, and put me on edge before things even began. Great work!

((Your game begins at 12:30))

Well this was interesting. There's a lot to infer from the information given, and I love the tension of there visibly being a monster in the apartment that just.... exists and never attacks you. THAT part is very cool.


The main gripe here is the two evil creatures staring at you while you are in the kitchen. They are just entirely too goofy and too cartoonishly-evil-looking to really fit with the resto f the game's surreal mood. New models for those would do wonders

That said, this was still fairly interesting. Good work!

((Your game begins at 04:29))

So, I have to admit that I usually have low patience for joke/meme games, and I guess I hadn't quite picked up on that being what this was.

Personally, I find the idea of skinwalker Santa to be genuinely creepy, and the voice and mannerisms of the creature do lead to some unease that I rather appreciated. It's the more overt jokiness of the endings and certain choices of sound effects that really kind of drags it down, cause that litle bit of creepiness with the inherent hilarity of the obviously-fake-Santa kind of did plentyo f the work, as far as I am concerned.

That said - Basket Brandon is now my new best friend and I thank you for introducing me to such a magnificent creature.

((Your game is the first featured in the video))

Well this was... surprising. 


A short shooter that survives largely on its surreal visual style, it is a quick but rather fun romp for the sheer "what-the-hell"-factor it provides. I do wish it was a little clearer on how to advance at first. I would never guess to shoot at a dead guy on the floor. But it was VERY fun.

(Your game begins at 30:47)


Okay, well, this got a lot more complex than I imagined.

Not so much in terms of the actual gameplay, that was about what I was expecting. What i was NOT expecting was for the random evil snowman game to actually end up having a rather high-concept plot with a bit of a paranoia-inducing ending, and some genuinely freaky moments.


It does get as goofy as Snowman horror can get, and I believe it could stand an updated UI and presentation of its dialogue, but still - as far as a quick Christmas spooky game goes, this is a real good one. Great work!

(Your game starts at 21:19)


What a hilarious little jaunt this is, going exactly where I expect - with the bonus surprise of who the victim is. Nice to see that for a change!

Good fun, this one.

(Your game begins at 12:21)

Having played all your games so far, and deeply enjoyed both the Mr. Hopps series and your last Christmas game Cold Case, this was an exciting thing to find here on Itch.io.

And it starts out great! You walk around just long enough to get on edge with nothing happening, and then the Snowglobe provides some fantastic tension... and then it becomes yet another "find all the items without getting killed" game.


It's probably just me who isn't a big fan of those, but with the monster's path and your starting point, I found it near impossible to actually sneak around, and ended up just bruteforcing it since the game (mercifully) saves the runes you find between attempts. It would be nice if there was more of a feeling of a chance that you can sneak around. But I realize this was likely done quickly and meant to be perfectly simple.

But aside from a little bit of annoyance with a gameplay style I was never too big on, this is still delightful - your visual style is great, and the monster is delightfully freaky. Good stuff!

(Your game is the first featured in the video)

Well. That was certainly quite a Christmas Eve.

I do adore the graphical style and the sheer what-the-hell of the house and all of its residents. My main gripe is it being kind of unclear how to do certain things, with a goal like "turn on the christmas lights" not really communicating "go downstairs and look for a switch", but that's about it. Super solid work otherwise!

This was a super fun little Christmas Shooter!

Light on the actual scares considering little more happens than being assaulted by Christmas Tree Dudes, but I will say I am impressed with how neatly packed the game is. A set of clear locations that are easy to remember where to find despite the maze, very clear cut instructions on where to go and when, and a just-right balance of ammo and enemies to leave you thinking "I am hurting for ammo" without ending up feeling like you'll get screwed over. Just a great time.

My one major gripe is the lack of a real payoff - no real climax or final fight or anything - just holding down a mouse button and then you win. It could have stood to at least have a bit of an ending cinematic or something to give you a pat on the back and a sense of completion, I feel.

But still, Night of the X-Mas Trees was a ton of fun!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 1:33:45

Nw 

Now this right here is what I call pure, dumb horror FUN.


You get a gun. There are rat creatures. Kill the rat creatures. That is it, and it's a blast in all its over-the-top-violence. 


I am a bit confused about losing my ammo every time a new area loads, and I do feel like some directions aren't well communicated - starting the player going through the entrance, then dumping them with their backs to a key they need, that opens rooms further back in the office is a bit strange, and it took me a while to figure out how to go anywhere.


Similarly, there is little to tell you to try and interact with the valve or the panel afterwards when you get to the boss, and that too took me acouple of attempts before I even realized it was an option.


But beside of these few communication errors from Dev to Player, Ratribution is good, explosive, goofy horror goodtimes. A perfect game to end this video on! Good work!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 1:23:04

Now this is just a brilliant idea for a game.

There are few things in real life that can drive me more nuts than when people just WILL NOT MOVE out of the way when you are trying to go somewhere in a hurry. The way everyone else has all the time in the world while you need to get moving and they just seem to deliberately get in your way... yeah, captured that real well. And combining it with a desperate hide-and-seek-chase game is kind of brilliant.

It is absolutely paranoia-inducing, and I sincerely hope you will expand on this - because God knows I wanna know what is in that briefcase.


Great work! 

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 1:06:47

Now this is a delightful idea for a game.

It feel voyeristic, and the few moments you look away from the windows to make room for an upcoming scare or something having changed make for a delightful little experience - even if the ending is somewhat predictable at about the halfway point.


There is one matter of suspension of disbelief, though - why does the window cleaner not LEAVE? They see more than enough evidence that this will be dangerous long, long before even getting close to the top, and at least having some inner monologue adressing it or finding some excuse to keep them there and keep them working would work wonders.


But still - it's a fun idea set up well. Loved it!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 56:21

I've played a handful of "walk for five minutes till the jumpscare happens" games, but Something in the Well does it... well. Just little moments like getting to see your dog be normal once, then freaked out and then GONE does a lot of work in making you invested, even if you dont actually interact with it much. And I can't deny the monster is freaky.

The real delight comes with finding the Dog Statues though. Should I go ahead and assume that ending was a deliberate Silent Hill shoutout?

Really solid work!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 43:33

Well. Talk about being completely bizarre.


I dont know how to feel about some of the more obviously-jokey parts of this game - like the fact that you specifically feed the creature cheese, or the "secret disco" ending.

You actually have something genuinely strange and a bit uneasy here, what with a creature luring a child into feeding it, and I feel these deliberately silly moments work against it more than help it. Lupin is an interesting creature, and I'd like to see him in his full menace.

Still, great monster design and some truly bizarre moments made this a joy.

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 31:06

What a unique little premise for a game! 

I will say that while being chased by angry dogs in a building is a really cool (and occasionally very startling) idea, and that you pull a couple of deliciously mean tricks, one major issue is not really leading you to where you need to go. There's a LOT of doors that will not open and a lot of meaningless hallways, and it actually took me a while to find the last 5K simply because I was unsure where it wanted me to go get them

On top of that... the dog-people really do need a redesign, as the Mars Attacks!-esque plastering of a human head on them comes across as cartoony rather than upsetting. And I do feel the game needs some kind of payoff rather than just reaching the end of a hallway.

Aside from those gripes though, I greatly enjoyed Night People, and found myself well spooked a few times. Well done!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 22:01

Mimic is a deeply surreal little experience, and I must admit that usually, I have a bit of trouble with games that (appear to try and be) strange for the sake of strangeness.

But Mimic doesn't really do that outside of its bizarre art style. It is by all accounts pretty straightforward, but still just so bizarre and unusual that it does put you on edge. Lovely work here!

Hello! Took a moment to feature your game in this big ol' Halloween video of mine. Your game begins at 12:39

A simple little game this one, but certainly one that has a very cool looking antagonist and a genuinely shocking little ending.

Mostly, I just find the process of having to look for five keys to get downstairs a little forced. I get that it is to make the player fully explore, but perhaps something else could be done to lead them around before taking them down there?

Eithe way, still absolutely worth a play, and a title I enjoyed!

Well damn. consider me thoroughly surprised.

When it comes to visual novels, it's usually the art style that attracts me to them first and foremost (well, on top of spooky themes), and havign recently played another Halloween themed game with very cute art, I was expecting something on the lighter end of spookyness much like it, and would have been perfectly happy with that.

Well. It starts OUT like that.


In a very short time, Halloween House shows itself as considerably more hardcore than the (incredibly cute) artwork may imply, seeming to take an outright delight in mocing the concept of getting "better endings". And I adore that about it. 

There are aspects of the story I wish were fleshed out because they were so out of nowhere and bizarre, but still. As a little spooky story, it does a damn good job. It was definitely eyebrow-raising more than once.

Great work!

Now this, this was adorable.


Admittedly not being the biggest Visual Novel fan in general, two things that will attract me to one is a nice premise and cute art. And while "kids go to spooky house" doesn't tell me much, this has the latter in absolute spades. What an adorable cast.


I did like Rosmary's brattiness being reigned in enough to feel real rather than cartoonishly mean. Enough for me to repeatedly go dad-mode and tell her "Come on, be nice to your brother", but not enough to get sick of her crap. Very adorable.

I understand this was a Jam game, and there is always the matter of time constraints, but the main thing this is missing is a bit more music and sound, and absolutely some ending graphics for the surprising amount of endings. Some of the otherwise interesting payoffs end up falling a little flat without them.

But still, a really good effort. And definitely props to your character artist, these were great.

Well this was fun. Certainly a unique Animal Attack style horror story.

There were moments where i felt it was a little unclear with where to go or what to do exactly, but given there aren't that many places to go, you are bound to stumble into the solution.

I don't QUITE understand the constant focus on the axe in the cabin when it seems you can't actually use it ever, however.

But still - Deer was a lot of fun! I got some good laughs and just as good chills.

Well this was interesting. As someone who finds certain types of undersea creatures freaky (which you WILL hear about in this video), Aquariums are an untapped source of horror that I am quite interested in here.

The combination of weird and creepy 3D models for the monsters and cute character sprites is very charming, and certainly this is a neatly constructed little 40-minute experience, although it does very quickly become Room - Monster - Room - Monster - Room -Monster. But then I guess that was the point.


I do also liek that there is like.. NO desire to actually find out what happened at this Aquarium. These two just wanna gtfo, and they do. Very funny take on things.

Well damn. Now this is a great exercise in slow, deliberate tension building.

Constantly bouncing back and forth between a totally mundane task that you can do just as you like, at the pace you want... but notice as the house gets weirder and weirder the closer you go.

I was a little surprised at the relative abruptness of the two endings and how little the choice between them actually changes (though I watched the "bad" ending elsewhere, as I didn't really feel like replaying the whole game from the beginning for that). They really aren't super different outside of one line of dialogue and an ending graphic, and I guess after the masterful buildup I expected a bit more from the branching path.

Still, that is not to say it is a blemish on this game, cause it a brilliantly spooky experience that I am glad I had. Great, great work.

Well look at me being late to the party on this one. But what better time than Halloween to dive headfirst into a spooky fairy tale?

I really loved this. I am admittedly not usually the biggest Visual Novel fan, but I was instantly taken in by the base premise and the beyond adorable artwork (which, combined with the folklore presented, gives me some major Cartoon Saloon vibes, by the way. And that's a heck of a compliment)
.

I do think occasionally a few endings drag themselves out just a tiny bit too much with a little too much narration, but that's a tiny nitpick at the very worst. This whole thing was delightful, and I'd love to see more like it.

Now this, this was a fun one.

I had some base knowledge of the Teke Teke urban legend going in, but I still wasn't quite prepared for this.

This game is perfectly paced. Lots of little things to put you at a point of unease on your way to the location - a police car, weird people, momentary annoyances... and then when poo hits the fan, it does so FAST.

I am a little baffled at the car crash being so inconsequential that no character even mentions it happened at all, which is a shame when it is otherwise such a good scare and such a great moment, though, but that may be me overthinking.


Either way, Teke Teke is not just solid. It's really damn good for a simple "Walk your way to the ending jumpscare" game. Beautiful work.