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A member registered Oct 23, 2016

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A classic example of a "single puzzle game" that game devs are recommended to try when working with a new medium, expanded and turned into a genuine and highly relatable experience dealing with the feelings of a creator producing media to be experienced not only by strangers, but when the creator isn't present to provide any kind of explanation or excuse for anything that is unsatisfactory.

In other words, highly relatable to most creative types. I really liked this, both from a game standpoint and a commentary standpoint. Well done!

Strangely relaxing, and about as fun as the endless games of solitaire I usually use to kill time without minding if I am interrupted. Well done! I like the additions to the map after the 100 somethings. I think it might have been mines, but I wasn't counting. :-)

Would be nice if there was an English translation. I approve of the no hand-holding, but when I can't understand the feedback (other than that I did it wrong), it reduces the desire to continue. Other than my complete bafflement as to what I am actually supposed to put in the pot in what order, this looks promising.

Welcome! I wasn't sure anyone would be interested in this at all, so even if you never end up submitting anything, thank you for joining! I hope you enjoy the creative prompt. :-)

I didn't want the Jam page itself to be essentially an ad for Existence Inc, but it is the reason I decided to do this jam, so let's get this out of the way. It is a webcomic about various aspects of reality in an office environment as coworkers, with Life as the CEO. There are lemons. There are Lemons. There are a variety of aspects that have chosen their own forms and are varying degrees away from looking like normal humans. And now, there is an Intern that Death picked up instead of groceries. What could go wrong?

If you want to check it out, it is on Tapas and Webtoons.

I just finished hers, which means the only people I think I haven't seen "Good Friends" with are Digsby and Mag. I never see Digsby after I help him with his stock pickup, and I never see Mag after she helps me find the sparkly dust. Where should I be looking?

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I actually did get #3- the hint you already gave here was very useful, not sure I would have figured that out without just brute-forcing it.

I hadn't even noticed there was a second area to the Guest quarters, so that definitely didn't help. Cool, I should be able to finish now. Thank you so much!

Okay, I do have another question, but it's not about encounters. Am I supposed to be able to become Good Friends with everyone? I know Trudy's relationship only reaches that during the ending, but there are a couple of characters I can't find again after making friends with them, and they aren't mentioned in the ending at all. The herbalist and the NRG drink salesman. Not sure if I missed something there or not.

I definitely like the "combat" style in this game. The only real feedback I have on improving it would be to give some in-game hints as to where the more sneaky critters are (these that are specific triggers), and maybe a way to automatically opt out of combat when you are just trying to get from A to B in the long, windy paths. Something that can be turned on and off, so you can still have encounters once you get there.

Overall, my only real issue with the game is similar to what one of the other posters said- there is an encouragement to speak to all the NPCs, but  a lot of the dialogue, even when the content amounts to "no real answer" is very long, which makes it frustrating to talk to everyone and get repeats. A speed control, or the ability to very quickly skip through dialogue if it has been seen before would have been really nice. I like the paced dialogue, but the tenth or so time I have seen it, it starts to grate on the nerves.

I really like the game, the mechanic for getting to other characters is unique and interesting, and the approach to the afterlife is one I have run across before, but never in a game, which made it interesting to see explored in this way. Great game

That was all I needed for the garden- I had actually worked out the Taste one between posting and your reply, but thank you on all of those. :-) I was still thinking in terms of "these things look like they can eat my face" and hadn't tried those actions as of when I posted the first time.

Now, all I have left is pages 12, 13, and 18. I saw your comment about how 18 is one of the last ones, but I am curious why I haven't seen 12 or 13 yet. I have done everything else I can find, including having Trudy read me those pages; I just haven't encountered any more creatures.

I didn't get any encounters in the area up the blue stairs (above the Guest Quarters), and despite getting a lot of encounters in the Guest Quarters, I have only gotten one kind of critter, so I am going to go run around in both of those a bit more to see if I have just been getting weird RNG shenanigans. Just a general idea of where to look for the remaining page critters would be extremely helpful.

I am playing and am not at what seem to be the common "stuck points", but I am wondering if I have missed some key Curiosities. The whole garden (not hedge maze) area is throwing me. I worked out the mushroom, every other enemy in this area is leaving me baffled, and I have tried the brute force method to no avail, including doing actions multiple times. Some guidance would be very much appreciated.


Played it through, I think? Avoiding spoilers, I fulfilled the apparent requirement to get to the end, but the final interaction was very similar to the ones earlier in the game, so I am unsure if there was some other requirement to trigger an ending scene. I liked what I experienced, but the confusion about whether or not I have reached the end is leaving me a bit ambivalent.

Love the dancing.

Is there a way to provide crash and other feedback other than here? The game is a lot of fun, even with the bugs, and I would rather not commemorate the bugs forever in place of the fact that I want to keep playing! :-)

I'm getting the same issue, on WIndows 10. Similarly, how do we actually select heirlooms/events, and are they used up after being used once? I can't seem to get the cards to respond, other than right-clicking to continue.

I have two use cases that overlap, thus the two requests:

I would like a way to hide purchased items from showing up in my Library in the course of normal use (as well as a way to look at the Hidden items), preferably without removing indications that I have already purchased them from their pages, just in case.


I would like a way to sort games into mutually-exclusive groups, so that I can tell if I have missed anything, or possibly acquired new items that fit one of my categories. In the desktop app, this could be shown on the Library page, along with All Items and Installed Items. Like shelves in a Library, or the way categories are set up on Steam, I would like to be able to "sort down" my uncategorized games, so that I am not presented with an overwhelmingly long list. 

Yes, the reason I want both of these is because of the Racial Justice and Equality bundle. While the overall pile hasn't been dumped into my Library, just the number I am trying is enough to get overwhelming, and it is guaranteed that everyone will end up downloading at least a few that are completely not to their taste without knowing it until afterwards, or just a whole lot of one kind of thing they do like, enough to overwhelm the other things in their collection. These two features would help with this, and any other situation of users with large collections.

I used a mouse on Windows, and found the concept very interesting, and I liked the puzzle aspect of determining which store the items went to, but I completely failed at finding the correct tiles quickly enough to do any good with what I worked out, which was very frustrating. I found it particularly daunting when I had worked out the correct destination for one truck, only for another to be created on a short-timeframe crash course with it when it was halfway there. I would have much preferred the option to do the exploration of labels minus the pipe/traffic/flow mechanic.

Ah, does the Itch desktop app not play nicely with msi? That's too bad.

I liked the game, especially the fact that you don't go straight for teaching literal coding so much as the concepts needed to be a good coder. I'm considerably out of your target demographic, but I pay attention to such games, as well as enjoying them as casual gaming. So, well done!

Just starting, so I can't comment on the game itself yet, but I find it jarring that, in the Itch Desktop App, the files are set up in such a way that "installing" the game apparently just downloads it, and you "launch" the installer, not the game itself. That would normally be an annoyance, but in a coding game, it feels a lot more wrong. Maybe someone needs to poke the install package?

A quite nice bite-sized adventure game, and I must say, one of the few cases in which that ending actually makes any sense. :-)

Wondering if the fact that I saw that (general) ending coming should worry me. :-J

Nicely set up and done, always a good thing when I wish I could get more story in a world.

Another on Win10. Failed in Pale Moon and directly through Itch, worked in Chrome.

Okay, sorry to hear it. I would say remove the Windows download, then, and I will look forward to the remake! :-)

You should either upload a version that has the data file, or remove the Windows option on this download. I would rather you did the first, I would like to play this.

The Windows download is missing the Data folder and does not work.

By far the best virtual novel I have ever played. Well done, devs!