this mentality is destroying indie gaming. measuring worth in quantity of experience over quality makes no sense when it comes to art.
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cute game but calling queen victoria "lovely" is cringe. she presided over horrific colonialist brutality in india, china and elsewhere, so trying to paint her as some kind of wlw girlboss, even for a throwaway line, sucks ass. look up the opium wars for starters
this game gave me dopamine (solving puzzles, making mans fall down), oxytocin (girls being in love) AND serotonin (general satisfaction with life from knowing that this game exists) so thanks for the brain chemicals
absolutely brutalized me. bawling in bed with the lights out at 1am playing this game. the way the narrative unfolds bit (heh) by bit is devastatingly effective, and the simplicity of the game's presentation belies the depth of its emotional themes. dr. signal's strange machine honestly helped me find my hope in the dying world we're living in now; no small feat. i can't wait to see what you do with these narrative design chops next.
This game is one of those perfect little experiences where all the pieces fit so seamlessly together that it's impossible to imagine them separately. Of course I did have to play it twice because I couldn't help myself but to jump into the ocean at the end and sink to the bottom of the skybox. Recommended!
only played exit's route so far but that content alone gives this game 5 stars from me. originally paid nothing to download it; after trying it i had to come back and drop $10. extremely high quality and creative erotica!
I just finished Singularity and adored it! One question, one bit of feedback: Is there a way to rescue the rats who are trapped? It seemed like there were hints in the dialogue about that but I couldn't figure anything out. My only other frustration was that you automatically release your host human when using the error buffer! I get that you don't want players to be able to abuse the feature, but it sometimes left me in situations where i accidentally turned a conduit the wrong way, and the typo cost me a huge amount of work to rebuild my connection to the host's starting chamber. Is there a happy medium to be found? For instance, undoing moves doesn't release the host as long as those moves are in the chamber the host currently occupies? Just a thought. Thanks for your great work!
beautiful and soothing to play, thank you for this. if i had any feedback, it would be that the rush version feels like it's missing a musical cue that you're closing in on the 2 minute mark, although this affects my enjoyment only slightly. excellent musicpack!
i like this game's concept and aesthetic a lot but i feel like it suffers from a lack of interface feedback. having a "gutter" between tiles that doesn't respond to clicking makes gameplay more frustrating, as does the pause when the board is refilling during which my clicks are also ignored. finally there's no way to deselect a tile i've accidentally clicked without selecting another tile, which leads to accidental swapping.
if the controls had a bit of polish i could see myself coming back to this game a lot. let me know if you ever make any of these changes and i'd be happy to try it again and leave a rating!