Thank you for playing! You're the first to notice that camera reveals spookies! (That I know of)
Fleefer
Creator of
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I see you asked for more feedback:
Between if 'it's fun' or if 'it's shit', I'd say it's not that fun.
It's OK, but I don't see myself pressing the same five buttons while and putting out a fire for a longer time. I liked that some abilities had interactions with others, but unless more depth or variety is added, this is more of a mobile game type thing. IDK maybe make it into an incremental monster girl bar sim and rake in the big bucks lmao
Thank you for playing!
Yeah I know it's rough, I have a lot of work cut out for me to fix it up. If you like games like this, Voices of The Void was an inspo, as well as Infra .
There is one last surprise that you may have missed: The boiler room doors were locked in the basement, but turning on the power caused them to blow open. You can walk in through the steam, or turn off the power now to see what's going in there :>
I spent a bit more time:
First Impression:
Basically what I already said, I spent a bit of time looking for a weapon, but couldn't find any to start. I tried followed the guy to the cave with his glasses, but never actually found them. I liked the passive skill recharge. I immediately stepped on the weird blue circle and ended up teleported. I took the airship to town and found a nice chest with amazing loot. I recruited a dude, gave him some stuff, but when I tried to follow him, it didn't work and I accidentally removed him from the party.
After thoughts:
I spent a bit more time playing, I liked that you can see NPCs take dead mobs away, and you can incinerator them and they scream. It's a nice touch, I backtracked a bit since I missed a lot by taking the airship. At first I didn't get the point of gathering resources, but it came up in some quests. I like the enemy variety, there's a lot of content here. The art style is very nice, gives runescape vibes. I wish there was more set dressing assets.
Something that didn't go as I expected:
I never ended up finding a weapon to use, and made little use of other party members. I was a little disappointed that interiors weren't exploreable but that's OK given the scale of the game. I didn't try to craft anything really.
Alright, I haven't forgotten about you.
First impressions:
I had to alt-enter to get into fullscreen since it was too small on my monitor. I found plenty of chests, opening them worked exactly as I would think, no confusion there. This time I decided to poke around more in the menu. I saw that I have some armor, and can preview it's stats, no way to remove it though as far as I could tell. I got in a fight with a Kobold and hit it with a laser blast, pretty cool.
Afterthoughts:
Some quick background, I play a lot of OSR TTRPGs, so I have that baggage
I'm not sure if it should be a plain d6 to move around the world I think it should be determined as well by the biome I'm in, as well as my weight and weather I'm on a road. Maybe weather as well as visibility. I just say this since the game seems deep in the character screen, but walking around is just a plain dice roll. I restarted by accidentally pressing escape, and now I see I can form my party at the menu. I like that wide variety of characters I have to choose from lmao. I found the [teams].txt lol I like the names. I formed the Gathering Gloom team and fought some snakes
Something I tried that didn't work as expected:
I was hoping I could recruit party members at the red citadel, but no luck. Escape button abruptly closed the game on me. I see monster icons over cities, but I can't fight them, seems to be a regular city. Talking didn't seem to work, after I choose arbitration, I couldn't use the conversation options from there.
Spent a bit of time playing it. Seems like there's a lot of variety and interactions, but too much to take in all at once. I honestly had no idea what was happening and I just kept getting random upgrades. It's hard to read the font, and a lot is thrown out at first impression. The game really lives and dies by it's interactions, but it feels like I'm stepping into someone's run that has unlocked everything
First Impressions:
Why is this game 250 MB? Zip up the download, but still, my 3D game’s first DD was that size. The plane wreckage looks nice. This reminds of some other game where there’s a witch in the woods. I can’t remember the name, but I swear I’ve seen this before. The controls were easy to figure out, but there was some friction. Maybe just tell me what the interact button is, don’t make me go in my inventory. Not a huge deal though. Strauss being able to cross water is not very lore accurate.
After thoughts:
For what it is, it looks like a fine fan-game. I collected a bunch of items, explore, was neat.
I got filtered at first by the flower puzzle. I think I focused too much on the flowers in the center for the room you get teleported back to. First I tried going through the rooms in the order of flower, top to bottom, but that didn’t work. Then I thought it was a map, but I didn’t see how the rooms were connected together. Then I started giong through each of them and noting which one took me to a new screen. Why is Resident Evil guy here? I was able to get through the maze by trial and erroring my way through, kinda annoying to do for 12 rooms. Think the combination was: Pbr wbw bpp rpb rwb pbp rbp wp. I played a bit after that, got passed the lumber jack's shed.
What I liked:
I was kinda expecting combat, and I was expecting it to suck, I like that that didn’t happen. I liked that I had to keep the vtuber fed. I found the holy water, I like that I was rewarded for noticing that. Looks like there might be a neat game here. Didn’t encounter any bugs either.
Something that didn’t work as I expected:
I wish spacebar let me skip through dialogue faster. I died in the flower-bed maze and didn’t want to sit through all the dialogue before it again. Haru was in conversation with Brice by the river after getting back to his shed, even though she wasn’t with me. I couldn’t tell how to get Haru back to normal after she Morbed. I couldn’t read what the button were at the bottom. C for cookie, but it was actually B to feed Haru. I don’t know if the other option with the cross was a B or an E. After I closed the game, I couldn’t pick up where I left.
First Impressions:
I liked the intro song, I sang along while I pulled up the google doc I keep all my reviews in. I know I’ve played this game before, but the overworld screen seems a bit busy with icons, and had me confused as to what I’m supposed to do, and which icon I was on the map. Paradoxically I wish the map was less bare, more trees and castle and art stuff. I guess I would say hide some of the unlock icons that are tiers ahead to make it less busy. That being said, it’s probably just placeholder WIP stuff anyways. It was not immediately obvious what to click on.
After thoughts:
Blacksmith platformer:
My jump was a little high, I didn't like that I couldn’t go back, but I get that it’s a staple of older games. Camera lag time felt a little too high, like it was noticeably behind me. I then died because I jumped too high into something. I wish I could affect the jump height more in the platformer based on how much I hold the spacebar. Right now it’s either high jump or very high jump. I didn’t need the very high jump and just had to feather it the whole time. Really felt like I was dying to not pressing the jump button soft enough instead of anything else.
Simon Sayeth:
I don’t see the point of this game or what it adds. It’s cute that it builds on an existing pattern and has sfx setup nicely, but Simon says by itself it isn't really fun. Maybe add some kind of gimmick to it?
High or lower:
had the same issue as Simon Says. I am indeed playing high or lower, but I don’t really care that much. It's game of chance, which is kinda boring, would be nice if I could cheat or something. It would also have been nice if a story was tied to these games. In a vacuum I can confirm that they are functional, but not very engaging.
Shoot em up: Much nicer, good music and art, I see the appeal here. Jesus christ is it ever fast though. I’m at 240 FPS, but I can barely keep track. I think I would have preferred it if the level was a bit longer and easier. Right now it feels like I lucked my way through a short sequence. I died in seconds on the second level.
Tower defense:
Nice art and cutscene again. I lost the first time around, and won the second by placing the turrets in the corner as shown. I’m starting to realize that there’s not a lot of room for failure in these games. I beat the second level, I wish I had a bit more time to set stuff down before the goblins show up.
Marksman: I failed the first time. I was expecting the arrows to have travel time and fired some confused shots because I didn’t catch that I was reloading. Maybe grey out the crosshairs? After, I ran out of arrows and just sat there in shame.
Fishing game:
Was I supposed to be able to move the hook in the water once I cast? I could only move it up/down, not left/right. Once I cast it, a single left click raised the hook way higher than I expected, holding down left click was not the way to go. Maybe have shallower water, and zoom it in more so the fish are bigger. There's a game that does this called Normal Fishing. Similar to the platformer, I had to feather the controls here, which isn’t too fun. When I finally got a bite, I spent a long time fighting the fish and the timer ran out. I forgot I could also reel it in at this point, I think that should just be automatic, since holding down left click adds no gameplay, and there’s no reason not to.
JRPG: As opposed to the other games, this one was pretty easy. I think I took no damage. I’m not a JRPG fan and I'm glad it was quick lol. I will say the attacks didn’t look to be coming from the characters, and I was expecting to see the enemy's health bar
What I liked:
SFX and music are very nice, even the overworld sound effect. The intro cutscenes were charming and amusing, as well as adding a nice sense of world building and why I should care.
Something that didn’t work as I expected:
Panning through the map wasn’t as smooth as I liked. Once I clicked, I could only drag once. I would have expected, as long as I’m holding down on the mouse, I can keep panning. I wish the retry options would send me back to the beginning of the mini-game, not the cutscene. Overall the games were tougher than I expected, I think new players might have issues. I think I mentioned this last time, but it would be nice to see plot progression with characters intertwining, but also meta progression too, maybe mix their mini-games together to break some formulas
Yeah I've been thinking of a way to do that. Everyone misses the text when it's throw at you like that. Right now I'm leaning to small text that appears at the bottom right and fades away. Should only be on the first level so it's not annoying. I would prefer a diagetic solution where something in-game tells you a bit better, but alas
First Impressions:
I went full random with my character. This looks like a full-on proper game with an intro. Some of the renaissance art seemed AI. I can’t really tell when the enemies are attacking. Why is John Arbuckle watching me sleep?
After thoughts:
The combat felt pretty fluid, with me throwing out punches like the fist of the north store. In the long run I hoped there would be more variety to it, since this seems a bit scarce for now.
What I liked:
I liked playing the piano and the nice touches in the world.
Something that didn’t work as I expected:
I was hoping I would fight some bigger enemy or reach some greater goal, there was a boss fight that was just a regular dude sized up. I tried looking for a dodge or a dash attack or an air attack or a double jump, but not yet I guess.
First Impressions:
The parallax and movement look really nice. What are the controls? Is it locked to 60FPS? Movement seems a little blurry
After thoughts:
The first level was too easy and I got bored chasing for enemies. I thought that was it, but then I saw a screenshot of the second level on the demo page. That one was better, but now I was being swarmed by enemies I felt useless against. Maybe a better loadout would have helped me fight, but the issue with the laser is you have to face an enemy directly, which is kinda boring to do when moving around and dodging bullets seems natural
What I liked:
I liked the animations and parallax world
Something that didn’t work as I expected:
I was hoping there would be pick up or recharged, or more of a linear level bullet hell-like combat.
First Impressions:
The menu screen is nice. Jumping into the game, the camera is clipping and I can’t move it. I tried attacking to figure out the patterns. Seems like right click is consistent, but I have no idea what attack I’ll throw out if I left click. I jumped and was surprised how quickly I came back to ground, gravity seems a little high. The flip was also fast.
After thoughts:
I just button mashed through most of combat with the left click. Right click launches enemies but it’s not worth it over right click. The camera was a constant struggle.
What I liked:
I liked the big guy, he responded well to me running in his crotch to attack. The individual attack animations seemed nice by themselves, and there were many.
Something that didn’t work as I expected:
I was hoping there would be more to combat, like a block button or a dodge button, as it is, it’s just button mash and run away when they attack. IF there are combos, I didn’t find them. Were the floating spheres supposed to do something? I hit them but nothing happened.
First Impressions:
I like that the game just gets straight into it, with a nice UI and instructions always available. I immediately nuked earth.
After thoughts:
It's a nice light-weight 4x. I did feel like I was cornered into a strategy of aggression, since the enemies grew their empires pretty fast and you can get boxed in. I wish there was a bit more depth to it, the other reviewer had some good suggestion, maybe a kind of market where you can also trade one resource for another, at a loss. Like research points for a bit of money, etc. I did find that the icons for the UI at the top were clashing with the art-style.
First Impressions:
I wasn’t sure what to do, so I went into the menus. Loved that I can record my own sound effects, found the wiki from there.
After thoughts:
It’s a pretty cute treasure finding game I’d play with friends. Given it has more polish and a few more interactables in the environment. Kinda reminds me of Tall Trails. Obviously I hope the images are placeholders
Bugs: My inventory was full with dirt blocks when I opened the second chest, so I didn’t get a third map and couldn’t find it.
Something that didn’t work as I expected: I tried to craft by placing items in the same voxel, instead of multiple voxels. I guess I’m too used to vintage stories. Hitting the craft button once things were arranged felt awkward, I think it was the E button? I don’t even remember
First Impressions:
I like the menu options at the top, looked nice and linux-y. I was immediately hit with 30 FPS gameplay, got stuck roping on some terrain and died quickly. I set the shadows to the lowest, with not much improvement. I’ve got a 3080ti, a bunch of RAM, and a really good CPU four years ago. Art style is nice, audio is not great.
After thoughts:
I learned not to bother swinging at short distances, since I would get stuck and get reeled-in face first into terrain. Big, long distance swings were the way to go, and I can see some potential there. I think the game would run better if the procedural geometry was kept simpler. Short swings don’t work well, so you don’t need so many voxels. Can swing on large meshes better anyways.
Something that didn’t work as I expected:
I noticed the guns were cycling, I thought this would be something of a gun game, where the more kills I got, the better the gun I used, but then I went back to pistol. That would have been cool.
It was OK I guess. Pretty short, so I don't have much to say. I didn't need to split my units up, I wish they moved faster or were more satisfying to watch, but this is a realy early prototype. They got stuck on terrain a few times, and I outranged the tanks. It was cool to see one of my guys getting knocked down, but no one died.
I did not once take cover
First Impressions:
The boot screen art is beautiful and soulful. Clicking on new game is how I learned mouse does not work in this game
After impressions:
“Words words words” - Hamlet -William Shakespear
The writing has charm, but good God there’s a lot of it, my dude has time for full on conversations while a woman is getting mugged. I guess it makes sense considering the twist, but still, nearly broke my spacebar. He later spends a feature film’s amount of time beating himself up, calling himself pathetic. I’d rather watch Evangelion. Seriously that outshines any other gameplay.
Gameplay is fine. Merging the yoyo felt like a nice reward, and the fact that it worked in a unique way was good. I don’t see much of a way to keep adding to the formula besides unique weapons and some map hazards. The sweep on the lamp was massive, but I was able to get him in hitstun by spamming the pepper spray. I wish there were better movement options, like jumping or some variety.
The vocal song sounded like AI music. The high notes he sang were distorted like AI music is, but I’m no expert
Some bugs:
I had to lure Man1 in the top right corner by the light in order to get the pepper spray, get the banana and have time to disassemble it in my inventory. Pepper spray wasn’t effective enough compared to camping in that corner. If you die during the boss fight, pepper spray uses don’t always refresh z
Something that didn’t work as I expected:
I tried to squeeze between the car and the alley, but I didn’t fit. In fact I collided with quite a few things.
I will say I'm tired and I played a little bit . I want to play more though because it was food and I might. I think this for sure has a lot to bite into. Anyways onto what I have:
Initial impressions: It looks like a proper game, with a nice menu and great music. Initial impression was very good, but jumping into the game some of the art was a letdown from what the intro had. Some of the later screens were better with animated bushes and trees and water, but my guy being a little bean was eh.
Gameplay was good, At first I was upset that movement felt slow, but then I found out about the sprint button. I was a little confused with the inventory system's active hand mechanics and belt screen, but was able to equip the frying pan fine, Music is great throughout. Combat felt a bit slow, with a long windup attack and charge, but I assume there are better weapons.
Something that didn't work as expected: I wish there were more physics interactions throughout, like moveable crate, barrels at the camp. The river was great though, I like that the current carried
First Impressions:
First off, I'm not a VN guy, keep that in mind. My first impression was that gameplay was an instant downgrade from that art, but that's OK.
Gameplay:
I wasn't really sure what was happening, I just button mashed and made it through the first night, after that I realized there were two staff members, and things were smoother. I read the abilities when I had time, and honestly it was pretty easy from there. I couldn't read what the last ability did on my screen, so I skipped it
What I liked:
The gameplay was pretty good after having time to experiment a bit and read the abilites
Things that didn’t work the way I thought they would: I was hoping the VN sections would have some more visible change on the cafe or gameplay

Thank you for playing and your video!
I love videos and you're the first. The feedback you gave says a lot more actually than you think it might.
I am devastated that there were frame drops for you, I spent a ton of time optimizing, so sucks to see it, but thank you for showing it in the video so I know where to focus next.
As for your main issue about direction, it's 100% my fault that you didn't find it: the guy in the bathroom has a tutorial quest, and your laptop gets emails with directions.
First Impressions: The timer is scary, and I don’t know what to do. I went into the cave where the arrows were pointing and nothing happened.
Gameplay: I ended up dying having accomplished nothing in my first run. I powered through it, re-read the instructions and found the guy at the top who explained more to me, then is started to click.
What I liked: I like discovering combinations. I liked that you can see the meteor coming
Things that didn’t work the way I thought they would: I wish I had more time after talking to the guy, that basically ends a run.
First Impressions:
UI looks super AI, probably because of emojis use, not a good initial impression. Assets in the environment are nice
Gameplay:
Fishing minigame okay, but kinda easy, and too much text flashing on the screen.
I missed the text on the mining game and got stuck and had to re-boot.
Combat numbers don't make any sense to me. Took me a while to figure out the I had to use spacebar to confirm . I couldn't leave the cooking menu
All-in-all the minigames lacked tutorials, but somehow threw too much info at me. I think I would have just preferred reading some short instructions before I started them
What I liked:
I like that I can jump and make it to the top of the stone. The combat music and effects were nice.
Things that didn’t work the way I thought they would:
Wish I could sprint or have other fun movement optionsI was hoping I could move the grass when I walked through it.


