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gorgynoid

84
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9
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A member registered Aug 22, 2019

Recent community posts

(1 edit)

Compelling. Very artistically pleasing and smooth running game, it has that quality where you want to keep going and trying new things, which I love.

However I think the tutorial should be even more dumbed down, or maybe the help screen should include tips on the (coins?) and other objects, because I do not understand the assignment. 

I get the lose conditions, but what do you do with the coins and gems? Do they just take up space until you finish or is there somewhere to put them? Maybe the help tab should have a bit more information for people unfamiliar with the genre.  

YOU CAN MERGE BLOODSTACKS. LMAO. Okay I think I get it more now.

Been playing this one off and on. The worldbuild is very dreamy and nice, the art style feels very fresh, and there's a fun, optimistic energy underneath everything.

Thank you for making it! 

My all time favorite indie game, and it's so simple! There's something about the immediate streamlined tactical play that scratches my brain-itch so well. There's a big luck component, but that's true of a lot of dungeon crawler games like this. Art is great in a minimalist way but it might not work for everyone. 

Thanks for porting this over to the gameboy, I would not have had an opportunity to play it without your hard work.

Thoroughly loved this game. LOTS of heart and humor, stylish graphics, and smooth platforming that scales steadily in difficulty (for me at least). Plenty of competence and style on display here. 

Delia's quest to find their pig moves at a brisk, sensible pace, I never felt bored of the back and forth. This is everything I enjoy from the indie gaming scene, and from gameboy roms in particular. I really struggle to find any constructive criticism at all, perhaps the invincibility frames when you take damage could last half a second longer, to get clear of the enemy you hit?

And the King's advisor really is wet all the time, huh. 

I don't really know or care much about the artist featured here, but the creator of the game clearly does, and their love shines through this odd, unique little gem for the gameboy. I felt very peaceful playing through it, observing the different concepts and appreciating the lovely pixel art and cute transitions between rooms. 

Give it a try, it's obvious how much care and attention was put into this, even in the demo. 

Beautiful worldbuilding and atmosphere. I was extremely lost, and wandered around getting treated like trash by all the locals, and gave up relatively early on. A shame, it has gorgeous colors. 

Had a lot of fun with this game, very handsomely presented, and enough worldbuilding hints & cute dialogue to keep me curious. I love the miniature aesthetic and the endgame gameboy credits. And the implication that the wise sage is just one of the same creatures behind a bunch of impressive looking twigs and vines.

Hitpoints might improve the difficulty of the game, and if anything there was a bit too much backtracking. Maybe in the two first seed planting areas, you can keep going toward the corresponding left or right and drop down at the beginning of the level segment? I could be wrong though. 

Thanks for making this! 

Witty love letter to monster-raising games, I laughed aloud at some of the dialogue choices. The puzzles are appropriately clever for all ages, without feeling silly. Played through it twice, it's definitely worth a look if you like monster games. 

The ambience outside the gore and jumpscares is great, I am not a personal fan of jumpscares in the liminal genre. I would have liked slightly increased running speed and fewer written messages on the walls (not none, just...fewer?) It moves and plays very smoothly, and the sound effects of buzzing lights and footsteps are perfect.

Enjoyed this fun puzzle game! Got about 400 points or thereabouts. 

Played this over twice for the two endings. I absolutely love the HR character's design in particular, but they all look fresh and fun. Really charming RPG with a lovely sentiment behind it. I only wish it were longer! 

Thank you for making it!

This is a gorgeous-looking game with fun dialogue and an interesting mechanic. It's not like any other puzzle scroller I've played before. 

Gripping story, I enjoyed it, and the art was very stylish. Great oppressive mood. 

Excellent work!

Wonderful work! Very comedic tone but with serious emotional heartstring tugging, too, and the sprites are gorgeous and have professional polish to them. The mini movie blurbs were delightful. 

Sometimes I find games based around 'real jobs' a little tedious, but I didn't mind this one, as the flow of the plot felt natural around the chores required of the job. 

Fingers crossed we get a full version eventually. 

Lovely little experience. I played it through a few times to get different endings. The cardinal has a sweet spirit and nature. If they're based on anyone real, I hope that person found their flock. 

This is the kind of game I wish existed when I was young. 

Thank you for making it.

You're very welcome! So glad to see you're still kickin and still making games. 

I am stoked to hear that, yes! I haven't tried Utopia yet, but when I do, I'll let you know how I get on with it. :) 

Excellent game, very moody and delightful messages. I like the engaging dialogue and the quests being a little more humanized than simple fetch-quests. Sprite art was nice, and only a little slowdown when there were too many enemies on screen at once. 

Thanks for making it, I had fun playing it. 

Oh excellent, thanks for the link! 

What a sweet game. I love the atmosphere and the art, very cozy and really gets you into the mindset of a child whose parents have big problems you can't do much about. (Comforting vibes, despite that).

Impressive work with a limited time and palette. 

Very cute game, I enjoyed playing it. 

I ultimately chose to assassinate the Ur city leader, partly because I felt the Machines had a capacity for change (even seemed to be sapience-developing in real time) and deserved their shot at the planet to see how they do. There was just enough story to keep me satisfied with solving the villagers' problems and some of them were very pathos-inducing. 

I also enjoyed the atmosphere overall. 

Thank you for making it! 

Clever platformer, amazing to think it was made so quickly. Does a lot of impressive quality of life tweaks, like the music changing when the mood changes, and has a few interesting puzzles that took more than a minute for me to work out. All wrapped up in a sweet little story.

The only other puzzle platforming game I can remember offhand that was similar to this is Battle for Volcano Island for the gameboy advance, so it's kinda impressive to see this mechanic executed with GB hardware. 

Thanks for making it, I had fun. 

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Bounced hard off the "you're doing the pronouns thing" quote, and didn't continue. I meet enough of those types in real life, and I don't need them in my fiction unless I get the chance to tell them to pound sand. 

There is probably room for a debate on 'escapist fiction' versus awareness messaging, but I so rarely find games that just let me exist without reservation, it gets tiresome to continually exist, even in fiction, as political. 

Just my two cents. 

What a sweet game. I particularly liked Death (lots of little references there!), and the sprite art in general was spooky and fun. I looked out of every window multiple times, never could trigger a jumpscare though. The cat being unceremoniously adopted was a nice touch.

I'm glad there was no chess minigame with Death, because I said I play it, but I am not that good at it

Fresh-feeling game, I enjoyed the mood, it had nice ambience. The chance to grill NPCs was a welcome surprise. Ending feels like you might have wanted to do more with it and ran out of time, but it wasn't dissatisfying. I got the escape ending. 

Short but very sweet. Thanks for making it!

"You'd never know it wasn't factory" made me laugh. 

This stuff is like wizardry to me, I'm fascinated by how it's all done (not the hot glue, I understand how the hot glue works). Thanks for doing your detailed teardown, extremely entertaining! 

Love the art style of this, and the glitchy-font effect. The 'monster' is also very compelling, I got the feeling it actually was trying to help! 

I thought "one must imagine Sisyphus happy" as a takeaway of this game.

I enjoyed playing it, thank you for making it.

Very moody piece, nice creepy art. Basic horror tropes executed well. I liked mother's room being very different graphically to  most of the house.

Even though it's a horror title, it may be worthwhile to give the player the ability to get a happy / success ending if they make the right choices, (though this is of course based on your own personal taste). I tend to prefer a pastel, optimistic horror, so that's not an objective critique by any means. 

Got a good laugh out of this one. High level of whimsy. Going to the fortune teller when stuck is handy, though I only got stuck 2 times, most of the puzzles are quite intuitive. 

Fun experience, thank you!

I wasn't sure that was possible, when I replay it I'll report back.

Fantastic atmosphere in this one. I didn't get very far because the net throwing mechanic was really difficult for me for some reason - perhaps if we're allowed 2 additional nets, or if the fish timer is slightly more generous on an easier difficulty setting? Sifting for relics was excellent fun, and the overall vibe of this game felt overbearing in the best way. Dreadful and provocative.

Thank you for making it!

Recommended this to my friends. It is a very warm and cozy feeling game, with admirable philosophy. Suggests our social isolation from one another is surmountable, a message we do need more of, now more than ever. 

Also Worf is a very likeable protagonist. 

It's so crusty looking, but I like it. I can absolutely see the reasons porting Doom to GB/C would be desirable, and I'm surprised it isn't easier to do. 

Thanks for making this, it was interesting.

Very interesting platformer, I liked the smooth transitions between modes - the platforming, the quick reaction singing game and the final third of the game. I love that it's possible to win and lose! 

Also love the slow burn style of horror where you just gradually realize there's something very wrong based on dialogue clues. 

As far as technical aspects, nothing to report, all works well, smooth responsive etc. No bugs. 

Thanks for making this!

Everybody's adequately covered how I feel about this game, it's fantastic. The kind of game that sticks with you. 

The atmosphere, the authentic feel, the attention to detail, and the music all contribute to a great sense of suspense and unease. I loved how many objects were clickable, and how your thoughts as the player character begin to change over time. 

I took my time with this game because I wanted it to last, and I wasn't sure how long it would be. The horror is both literal and metaphorical, both realistic and totally fantastical. No lazy jumpscares or screamers. Just society's cogs, crushing people inside them without particular consideration or concern. 

I went back and forth how I felt about the tone (and the ending, I chose the righthand path) but at the end of the day, it is genuine, immersive, and internally consistent, so I have no complaints. 

I will be strenuously recommending this game. Thank you for making it.

Would this be like calling a person 'Mr. Louse' in English? 

Really ambitious game ideas here, I'm fond of the overall mood and scope. Reaction time based enemy encounters is a great idea - it might be my emulator (gambatte) but every single time I tried to hit while the cursor went up, it was a miss, no matter how I felt about it - every time the cursor traveled down, it was a '!!', which I think is close? (I would contest all of them were hits).

Extremely cool atmosphere, I'm happy to have played it. 

Enjoyed the heck out of this game. Extremely nostalgic for a place I've never been. It had a whimsy and a high spirit, and I loved the casual way you could improve various NPCs' day just by being a little thoughtful. Bec was great and I loved getting to set her up on a date like that. Would happily play a game starring her!

I got to the part where Bob gets you a gift with Dan, but Dan only says "How did you like the album", so I imagine there's a flag I'm missing for completion. I'll figure it out. 

The RATM references made me laugh. 

Hope you're hanging in there. Thanks for making this game. 

Wow. This game is very trippy looking, I can't imagine what's going on under the hood to make it work. Awesome work.

Clowns don't understand the way fans interact lovingly by making things, all they know is "give me money". If money is all they care about, I'll see to it I never buy their products.

Sorry to see it impacted your passion project. I would have liked to play this.

Can definitely see how Super Smash Bros was an inspiration, however it's marvelous to achieve that feeling on a Game Boy game. Excellent work!

The enemy AI is more clever than I was expecting, too, started blocking repeat moves immediately.

Very nice game.