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Galactic Gamer 42

15
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5
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A member registered Oct 09, 2021 · View creator page →

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I love the initial feeling that everything is falling and it's almost like time has stopped. The fruit and vegetables were really nice, and I liked how the light slowly reveals the scene. It feels like a kitchen inverted inside out.

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The scaling makes it seem like you're quite tiny, but you also move really fast. I'm not sure what to make of the open outdoor space compared to the indoor setting. It makes you feel exposed, so maybe it's showing how you're intruding. I would love to see more tiny objects in the scene to have some variation in scaling.

I think it was interesting to go into it being told to enjoy peace in the garden and then being faced with all the kneeling, crying statues. I interpreted it as getting accustomed to existing with sadness and discomfort. The statues still look aesthetically pleasing despite the discomfort which is interesting.

The large open space with scarcely any food and furniture barely scattered shows how you have such a big home but really have so little. I think this is also shown by the contrast between the vibrant outdoors and the greyscale cubicle setup. As we played more, I noticed that we get even better furniture while losing even more color and the plants start dying. It was a great way to symbolize how work can sometimes take the joy out of life. It sends a clear message and I really enjoyed it!

The dark room with no windows made it seem quite prison like. I really like how the feeling of low gravity made it feel like everything was falling apart. It could be an interesting interpretation to say that as you repeat the same action of going back to the same dark room everything is breaking and floating away.

I was not expecting to fall down so suddenly!  I also really liked the change from the quiet start to the suspenseful tense movement and attack scene.  It sold the scene to understand that you are under attack. I also liked the use of the shadows on the wall.

I really enjoyed the box in a box in a box with the scaling. The beginning was eerie and I liked the theme that as long as you kept chasing the fish, you took care of yourself and the house became cleaned up and less creepy (with no dead fish). I liked the environment changing between entering the house scene.

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The characters are really well drawn and I like the narrative of aliens being unimpressed with the house. Also, it makes you think about who is who, adding to the story. The jumping reminds me of Skyrim traversal mechanics and the characters up top really motivate you to keep exploring! Great job!

The sound worked really well and was pretty scary and immersive. I wonder if any of the stop signs actually had fake walls or easter eggs if you ignored the stop signs.

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I really liked the starry night outside, as well as the feel of a lived in home, with messily placed pillows and an occasionally tilted picture frame. I wonder if you could escape the fences through the crash site.

I really like the detail on the tv, the slightly rotated and messily placed newspaper in an otherwise very organized apartment. I don't know if it was intentional, but the tv recommends a friend while the window with no door shows that you are trapped with no way out.

I really like dark scenes and the skybox with the light barely coming out from behind the clouds added to the spookiness. The swing set and the ball lying on the floor are things I would typically associate with an abandoned scene. Overall, great ominous environmental storytelling!

I liked how you build up complex objects from unity primitives, particularly for Doodlebob. The duck was fun and kind of hectic.

I saw a lot of organic cutouts from otherwise primitive shapes. I'm really curious as to how you pulled that off. 

I noticed that the buildings and statue had the largest contrast, drawing your attention. I think it motivated movement towards the other end of the level and exploration. The cat dialogue and interplanetary town made me think we might be a different alien species.