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GrumpyMoss

27
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6
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A member registered Apr 01, 2025 · View creator page →

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(1 edit)

Ah, I hadn't noticed the location tags in the bottom and was wondering what was the trigger in the code. I think I understand now. So, technically going back to the cabin updates the game memory, it doesn't restart the game (Which I initially thought it did.)

I tried all possible scenarios, I have bad news for you..

Oh I wish I had gotten to play this in class! I only realized that the actual controller is a baby after watching the YouTube video, way more fun than playing with the mouse!! A suggestion for a small change would be to find a baby crying sound that sounds less like a digital brain eating virus, thogh it might be a bug hahahah?

Oohh narrative and a game within a game, really cool idea and great execution!

nice narrative plot twist! One suggestion I have is in regard to the black fadeout in the end-it works really well, but I waited for a while thinking that something else might happen. A timer to restart might be a fix for that

Loved the break of the "fourth wall" by the narrator! As I went along, I pictured a map unlocking room by room, similar to the board game Betrayal at House on the Hill.

It might be a demo, but the text sure had attention to detail. I really liked that the text was different after returning to certain locations. I was also intrigued by the shells being the resource of choice and would have loved to see more regarding that (e.g. why shells? why do we feel like picking them up?, etc.)

I really like the way you've used light (or the absence of it) in your games so far. It makes the player lose sense of scale and confuses them as to what they are supposed to expect.

I really appreciated the addition of a light flickering of the screen at certain points, it really felt like I was the weak character that needed warmth and sleep desperately. Or did I imagine it?

The time jumps work really well with the warning that you must solve the case by 7pm! I expected the ??? Button to take me to the hydroelectric plant, but was pleasantly surprised when it was something else

I love that waiting bit takes you to a different journal entry that you didn't choose to go to. It alludes to how thoughts can just flow on their own, even when journaling 

I really enjoyed the level of interaction this one has compared to the other games for this project. The timer didn't work for me (is that how it's meant to be for this demo?).

Yup, that is the plan for future iterations. It'd basically be text bubbles with the character name in the center, and the other categories expanding outwards around it

Thank you! Sadly, the instructions text is already bolded. A different fond is needed, but I struggled to find one that would balance the aesthetics and the functionality/visibility of the text throughout all my scenes.

Thanks! Most of the categories have 100 pre-programmed answers, and the rest have 50. So,there is still a chance that you'll get repeats, but it doesn't happen very often.

I played this twice. The first time I died after the first sip of my morning coffee, but the second I made it through to bedtime with a whole lot of happiness points! Regardless, the end message implied that I wasn't as happy, so a suggestion is to account for level of happiness in the final scene text output :)

I love the break of the "fourth" wall in the narration, with the narrative directly commenting on the player's character. I wonder if it would affect the player's choices if such criticism was offered before an option was made, instead of after.

How did you achieve the scroll feature?

Very refreshing to play a timer-based game for this project. It definitely adds to the suspense and helps with the immersion 

A mini visual novel that evokes memories and emotions for everyone no matter their past. We all really are not that different after all

The artwork adds a second layer to the narrative and the continuation of the story. It gives the player a sense of agency over their limited choices and makes them feel smart when solving the clues!

Aesthetically simple yet effective! The choice of milk vs water vs yogurt seems to be an illusion, but it succeeded in making me believe that I had a different beverage in the end

This demo succeeds in making me want to play more. Narratively, I love your choice to add everyday small decisions, it adds to the realism of the game and doesn't fall into the cliche of screaming and running right away

The font display is a cool creative choice that success in relaying a frantic emotional state. It left me wanting to ask a lot more questions!

Hehe, loved the play on words that keeps you in the dark until the reveal! "you take a moment to groom yourself"

Feels cozy until it isn't, I love the choice of words here and there. I was expecting a grim ending but ended up dancing with mermaids!

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a great escapist

taking pieces of his mind

but always afraid

(Perfectly captures escapism in my opinion!)


It took me a bit to realize I could choose specific lines with 123, really cool feature that adds a sense of semi-randomness!