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Eshbaal

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A member registered Oct 20, 2018

Recent community posts

https://www.youtube.com/watch?v=-wlYQBY3nWw

What a spooky little experience.

I assume this was meant to evoke sailing down the river Styx, and each encounter was definitely interesting. I would love to see a longer version of this with more character to each individual soul, possibly having to decide for yourself wether they are friendly or antagonistic.

The one major issue here is sound. I imagine this was made for a Game Jam, but there are parts where the supposedly spooky noises are either underwhelming or sadly a bit comical.  But still, everything else is far too interesting for that to detract from the overall experience


Your game begins at 17:28

Oooh, now this is a neat little concept. 

While it's a super simple setup, with the punishment for failing being a rather simple jumpscare, you do feel some tension build as more and more holes start appearing, and he really can surprise you at times if you aren't sure where to find the next hole. So kudos on that much. I'd say I'd like there to be some sort of visible timer, and some actual endings aside from simply text boxes. You don't really feel as if the loss cost you anything, nor do you feel any relief when you survive - and having SOME sense of when the police will arrive could potentially add more suspense. Not necessarily in the form of a clock or a countdown, but maybe some environmental changes as it gets closer.

I also experienced an odd bug that basically meant that if I played replay from within the game itself upon dying, it would perform EXTREMELY sluggishly, until I exited to the main menu and started over completely.
But all in all, I'd say this was quite solid.

Your game begins at 07:42.


https://www.youtube.com/watch?v=-wlYQBY3nWw

https://www.youtube.com/watch?v=-wlYQBY3nWw

Well, this is certainly a glimpse into a delightfully surreal experience. I liked what I played, but I have to say, even for a demo, this is downright frustratingly short. Just as you get into the concept of diving into one strange scenario after another, it just ends right then and there. Gotta give your players a little more meat.

That said, I am VERY interested in seeing more!

(Your game is the first played in the video)

Well, since I can't stay away from RPG Maker horror games, I took a crack at your title here.

I will say that it is certainly interesting, raising a lot of questions right off the bat, and there are some deliciously odd encounters. It definitely got me curious as to what is going on altogether.

I am aware you state it is unfinished and you have lost the files, but if I have to give a few pointers:
- A few puzzles are kind of obtuse. The heart and levers, for instance, really lacked a more concise hint. I more or less just luckily bruteforced my way through it. And when it comes to the heart-liver-fingers thing, it feels like you're more or less doomed to mess up at least once since you have no clue there's even a Liver involved anywhere. I don't know who you'd go about making something like that clearer, but it did stick out to me.
- Some tile events are a little off. I spent a good while in the bedroom at first not really knowing how to progress, since I apparently had to check one SPECIFIC tile out of the two the bed filled, and I saw more than once that the character would inspect something he wasn't facing from the particular tile he stood on. Minor things, but noteworthy.

That said, I was bummed to see it end so suddenly when it had gone and gotten me curious. If you ever do plan to remake and finish this, I would certainly like to see where all of this ends up. It was intriguing to be certain.


https://www.youtube.com/watch?v=nBWEhV6fvjg

What a tremendously spooky experience!

The Junji Ito feel has been utterly nailed, without actually having to go to the straight up gross-out party his stories usually end up in - and even without that, you have managed to create an RPG style horror game that runs on the sheer anticipation rather than a multitude of deaths like many of its kind. Wonderful work - the visual of just that open, gaping window will haunt me for a while.


At worst, I could say some puzzles could use a little tightening - the math book is unclear on whether various tenses of the word "Spiral" counts in figuring out the password, and the game seemed to make such a huge deal out of the nail puller I kept wondering when I had to use it in the climax (and as a result died a LOT trying to get different endings).


But all in all - one of the best spooks I have had in a good while. 

Hi there. I took a crack at Sabrina, due to my love for RPG Maker horror games.

First of all, it is IMMENSELY atmospheric thanks to the great sound and overall look of the house, and I adore the deliciously wicked direction the story takes, so good job there. It's definitely a good little spook-story.

But the main problem lies with the way the QTEs are implemented. They are not inherently bad, but they are entirely too unforgiving. You have next to no way of surviving the initial danger if you do not know ahead of times which buttons to press, and a latter segment requires you to find a location under time pressure, despite having had no time to explore the house beforehand - and even when you KNOW where it is, you can barely make it with more than one misstep. And this is without going over a later struggle that shows next to no indication of what the right approach is. Combining this with gigantic, mood-breaking buttom prompts kind of hampers the experience. Really, for a 30-minute story, it needs to be that slight bit more lenient.

Still, it was a fun, spooky and well-told story, desptie these minor frustrations. Just something to keep in mind for another time.

Hi there!

You sent me a link to your game a few days ago, and I'm sorry it took me a while to play it (and that when I did, I screwed up my mic a little, making the voice quality not too great, but I'd rather not re-record my blind reactions), and I actually had a fair bit of fun with it... despite what my pathetic display and mild gripes with the boss might imply.

I adore the spritework and the world itself, first and foremost. It's a pretty looking world with adorable visuals, and the little title character manages to convey both that and a bit of genuine badassery. And being able to attack in four directions is an absolute godsend. Music's good too, though I feel the sound effects need some polish, as especially the landing sound got a bit grating after a while.


And the boss, while for the most part fair, fun to fight and looking cool, does have some minor issues with a huge hitbox and one of his moves (the rising pillars) needing a slight bit more of a tell, or at least polished graphics of them sprouting. 

But really, that's all the nitpicks I can come up with. This game is adorable, and I wouldn't mind seeing it expanded sometime - though it's cool as a quick little adventure of its own.

Sorry 

Hi there! I have made a little Valentines Day special on my gaming channel, playing four games that somewhat fit the theme, and I gotta say I got a REAL good laugh out of Pocket Wife.

Outside of it of cousre not quite fitting the Nokia mold, int he sense that you couldn't depict some of these things in a Nokia game, it certianly has the look down, and I get a real kick out of the ridiciulously pixelated "photos" on occasion, as well as the... abrupt ways things can change. 

It's a funny little idea, that makes for a pretty funny little experience.



Your game starts at 1:09:23, if you are curious. 

Hi there!

I have made a little Valentines Day special on my gaming channel, playing four games that somewhat fit the theme, and I gotta say... this was a lot stranger (and funnier) than I thought it was.

Much of a laugh as I got out of it, I do feel like it could give some manner of hint as to where to find each character, considering it pretty much left me up to the luck of the draw based on where I went. Granted, that does tend to be somewhat normal for dating sims, but for one where the scenarios can be so potentially short (and subversive), it'd be nice to have some indication of how to reach the things you WANT on a second playthrough. I played this twice without even realizing Grace can be dated at all, for instance - which was a bit frustrating, since I didn't consider Zane or Sheldon particularly likable from their first impressions.

But once I dug deep and got to some of the funnier sides of the game, I really started to enjoy myself, and I can easily see myself playing it again to try and see where else it can all go and how much weirder things can get, so you definitely got me hooked. And the art is pretty friggin' adorable to boot. So good job!

Your game starts at 40:17, if you are curious. 

Hi there!

I have made a little Valentines Day special on my gaming channel, playing four games that somewhat fit the theme, and I gotta say.. I was not quite prepared for being almost psycho-analyzed, even if the glitchy logo tipped me off to this not being what it seemed.

I will say, I appreciate that this can go both ways, and that it is possible to break out of the bad cycle the game presents. As a perpetually dateless person, and one with some serious confidence issues myself, I can definitely recognize more than a few of the sensations this gives me - but a game that outright rewards you for thinking differently than your standard is an admirable thing indeed. And until you learn that... well it's terrifying and unpleasant, as are the issues it presents. Very nice job.

Your game starts at 17:28, if you are curious. 

Hi there!

I have made a little Valentines Day special on my gaming channel, playing four games that somewhat fit the theme, and I gotta say, this one gave me a good laugh. It's a tight little Arcade-y game with a cute as heck art style, so it has a lot going for it already.
I do feel like it could use a bit more variety a bit sooner.

Granted, I only play for about 20 minutes, but in that time, nothing really varied much in terms of layout, minigames, obstacles or goals. From what I understand reading other comments it does change a bit a bit further in, but I feel like if there were mini games than the lap dance, some other hazards to dodge and such a bit earlier, it'd keep one engaged for longer.

But in all seriousness, Club Valentines is sexy,cute and fun to play. And what more do you need?

It's the first game in the video, in case you wanna watch. Keeping an eye on this:


So this was hilarious. I REALLY don't know what else to say but that. Hilarious, and with an adorable art style to boot. Karah is a firecracker, and I wanna see more of her adventures soon.

I'm a pretty big sucker for RPG Maker horror, so I had to take a glance at this one from the title alone.

For a first "just trying to learn the program" game, you actually did really well. Sure, it's visibly a first try, but you actually do create an unsettling atmosphere through the sheer escalating oddity of the situation and little things Mama's responses to disobedience.

So good on ya - try to aim for something bigger next time! 

I played it here if you wanna see for yourself:

Took a crack at this game. It's oddly addicting and hilarious, and I do appreciate that it IS possible to get adjusted to the control scheme, if quite difficult. I didn't get far, and I did run into a couple of odd graphics glitches where the game would just launch me wit hcrazy speed the second I as much as scraped a trashcan, but it only made things funnier. Great idea!

This was deliciously strange in all the right ways. Lots of fun!

Hi there! You sent me a link to this game a while back - and I am sorry it took me like three weeks to get around it. But here it is - and I enjoyed myself. To a point.

The game creates great urgency with its serious subject matter that makes it as uncomfortable as it is funny, and for the most part it is fully functional. There are however some issues with slightly slippery controls, and times where the path is unclear. I got utterly stuck on Stage 3 as my ambulance would just come to a screeching halt at what appeared to be a jump I was supposed to take, and couldn't see any other path, for instance.

I would love to see this worked more on, with a slight bit more variety between objectives - but it's a great idea for a game! Thanks for sending it to me.

Witches get a bad rep in horror. Everyone is trying to subvert them - but every now and then, someone makes the classic tropes work, proving they are classic for a reason.

Isabelle was an awesomely spooky little experience (the floating skulls bit in particular got me good). Might make for a good concept for a bigger game, considering all teh crazy things witches are known for doing.

I played it here among a ton of other games for my big Halloween event - find your time code in the video description! And thank you kindly for the experience!

What a hilarious idea and fun little action experience! That Ash puts up a fight I tells ya.

I played it as part of a big Halloween event in the video below! Find your time code in the description if you'd like to see it.

What a cool idea! I admit I was a little confused and at first tried to click everything - and also by the fact that the manual didn't seem to open no matter what I did, assuming that book on the table was the manual.

Sadly, the webcam gag, as genius as that is, didn't actually work for me. But it was still a super cool and spooky little experience that I'd love to see with varied results in the future.

I played it as part of a massive Halloween video right here, in case you want to watch. You can find your timecode in the video description.

Hi there and Happy Halloween! I played your demo among others for a big compilation video for the occasion (You can find the time code in the video description).

I love the idea of being chased by a Plague Doctor, considering how many questions it raises in the player. If anything, I just found the demo to be a bit too short! I would have loved to see a slightly longer, more complete scenario to drop a hint or two to the nature of the game rather than just geting caught, but the mood and the setting is top notch. Good work! I'd love to see where this leads.

Hello there and a Happy Halloween.

I played your game as part of a massive scary games compilation for Halloween (you can find the time code for your game specifically in the description), and I gotta say I love the idea and the style of it.  And I like to think it's a huge compliment that I actually thought you had made a much more complicated puzzle than you did when it came to the locked chest, heh!

Very cool idea. Gave me some Eternal Darkness vibes. 



 an

What an interesting little story this is - seeming to try to capture the feeling of percieved failure under pressure.
I played it as part of my massive "10 Horror Games" halloween video (you can find the time code for your game specifically in the description). Thanks for the interesting little piece!

Happy Halloween! 
I made myself a big ol' compilation video of scary games for the occasion, and yours was among them (in fact, it's the first one in the video!)

I have never played the original Midnight Shift, but I was immediately interested upon seeing the night watchman premise, and as much as I do note in the playthrough that moving mannequins is not a new trick, it is exceedingly well done here and definitely caused a few jumps... BEFORE the game veers into getting truly bizarre. Loved it, and would love to see more.


I've spent my October playing many short horror games, old and new, and few have gotten me quite as excited as yours.

Aside from a few questionable sneak scares, Hope, Abandoned excels in tension [SPOILER]with a largely mundane threat at the end of the day[SPOILER]. I would complain about a particular puzzle, but really, ALL the clues are there. If anything, it needs a hint to where the hints are, heh. All the same, I did eventually figure it out and got a good spook out of it. Ace work right here.


Been hearing about this for a while, and finally got around to giving it a go. What an amazing experience, and what a testament to just how much can be accomplished with just how little.

All we have here is a house, a monster, and a game mechanic that forces you to attract its attention, and it's absolutely spine chilling! Great stuff, you guys!

And here we go - I've now played "Purple!" Quite an interesting little piece. I feel like I don't come across more urban style RPG Maker Horror very often - it tends to be Haunted Mansion style a la The Witch's House or Mad Father, both of which I do really enjoy, but this is a great change of pace. And I do like the artwork too.

I had actually played this under the impression it was a much shorter game than it was, but I quickly got invested enough to keep going.  There are some times where I feel like the team has sort of forgotten to view the game from the eyes of a newcomer - there are certain clues, hints and exits that are either a bit cryptic or practically require you to know the map ahead of time (a lot of exits hidden in corners or pitch black squares). Not saying "hold the player's hand" but there are times where it gets really tedious to try and figure out something that was probably blindingly obvious to those writing, programming and testing it a hundred times. But all that aside, I VERY much enjoyed its atmosphere, characters and visuals. Great stuff.

Here's my longplay: I did sadly get a bad ending, and from a brief look at your spoiler free walkthrough, it seems as if the good ending requires some extremely specific steps that you would have no way of knowing how to get on your own, which I am not too find of myself. All the same, I'll most likely try to get the other two endings later and do a followup video seeing those. 

I very much enjoyed this, and I hope to see more spooky stuff from you in the future.

Hey there! 

I absolutely loved the first Midnight Scenes when I played it a year ago for a big Halloween "five scary games in one video" thing, and I was so super lucky to find out the sequel was out on practically the same day as I decided to play more short games for the rest of October.


I ran into a very weird glitch in the very beginning where it wouldn't let me pass the first line of dialogue, no matter what I clicked or pressed, but a quick reset fixed that, thankfully. 

Either way, I love the improvements to the TV Show aesthetic, from the slight screen curve to the sponsored message at the beginning to, well, literally everything.  I would LOVE to see a full "season" of sorts for this of a handful of episodes, similar to Stories Untold. I think it deserves it-


If you're interested, please watch my playthrough, and I'll be sure to tune in for the next installment.