Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

hardclumping

14
Posts
2
Followers
34
Following
A member registered Apr 04, 2017 · View creator page →

Creator of

Recent community posts

i love this!!!! i was upset when the beta finished because i was having a blast. absolutely cannot wait for the full game

you have some great marble-on-surface sounds, and i really hope and wish y'all the best that you get those sounds feelin' Visceral and Marbley.

Very glad I followed you for updates - this is great news

(1 edit)

I figured it was a conscious choice, but it makes the balance of interactivity severely imbalanced towards "take." The only interactivity I had experienced at all in the game up to the point where I had to stop for my own sanity was to slowly explore environments and find the button prompt. As I implied, if we'd just be able to look or walk around during these dialogues, the problem would be alleviated quite a bit - we're never locked to a view worth staring at. Another solution would be to give each dialogue a mandatory ~3 seconds, and after that give the user an option to press forward. 10+ seconds for how short these lines tend to be is, frankly, astounding.

Another cool addition would be to make sure each dialogue line is preceded by the name of the person speaking, or giving each person specific colors for their text. Sometimes when you press E on Clara, she is the one to start talking, other times it's you, so it sometimes takes a while to figure out who is saying what. If this is meant to evoke/expand upon some kind of "blurry separations between people/viewpoints" theme, it's not quite salient yet.

I'm not trying to be mean, I was really excited for this game when I heard about it, but I only have so much time to literally stare at wall textures before I need the game to move on.

please put ricardo's face on the sun like the teletubbies sun thanks

(1 edit)

I'm sorry, I could not finish this game - I found the slow pace of the dialogue excruciating, which was exacerbated by the fact that, during all dialogue sequences, you are locked to one position/viewing angle (for example, Multiple 10-second waits where all you see is a wall texture and the line "Hm..." with absolutely nothing else to do). 

Walking down the theater while having a conversation could have been interesting, but I found myself very frustrated when, every ten steps, Clara would lock you in a dialogue sequence for Over a Minute to pontificate on whether the audience are performers (they are).

If I'm honest with myself, I would have just stuck it out to the end of the game, but I had a hunch that itch.io's launcher had auto-downloaded the oldest version, which it did - the 1.06 version is not the one people will be downloading with the launcher unless they select it manually. I had just watched the Extremely slow cremation sequence when I realized this and, hoping that the latest version would let me skip forward through dialogue at my own reading pace, tried to restart the game. Once I realized that I would then have to sit through the same dialogue for another thirty minutes, I had to give up.

To be clear: I absolutely do not want to just skip through dialogue, this subject matter is interesting to me as a performance studies academic. I would genuinely love to finish this game some day so I can think about it in its entirety, but it will be when I'm able to push forward at my own pace. 

what a great time! absolutely looking forward to more of your work

mooore

more

this is such a fun dang thing!!!!!!!!!! you tricksy!!!!! you devil!!

i really loved this!

I had no expectations going in but was immediately surprised to find that this is a Build engine title, much different than the Unity games I'm so used to seeing on itch. Then I fell in love with all the colors, the architecture, and the sounds and music especially were great - synths, but not synthwave. Just some wonderful spaces to navigate, which is my favorite type of game to play. I can't wait to see what you do next!

By the way - can I ask how you created the music for this? Is it Build's default music format or something else?

jess harveyretweeted your tweet about your next game and the phrase "atmosphere over jump scares" convinced me to play this.

although this is effecitvely just the slenderman pages game in a maze, the texture/light work is really cool and way more convincing as a space. the othersight mechanic is really interesting as an idea but since the floating baby sees you when you use it, i found it easier to just follow the maze on my own. a really solid-feeling first project, i'm excited for filthbreed!

the metal door creak in this game is so fucking incredible aaaaaa

hi music man here, i did make it for the jam thanks for noticing!!!!!!!!!!!!!!

thank you for your support