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K-Ramstack

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A member registered Apr 05, 2020 · View creator page →

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The art is very lovely and I especially enjoyed the subtle glitchy effects on the character portrait after going out into the hall. Unfortunately the menu is a bit hard to read, all caps fonts don't really work well for blocks of text, but it works fine for main menu buttons and the title. All in all,  a very good first game! 

The phone name is case sensitive, you need to make sure to capitalize the first and last name of the person you are calling, or the name of the place. E.g. If you want to call the cemetery, it must be Silverleaf Cemetery, not silverleaf cemetery

The vibes are immaculate and the UI is splendid. The sound design really elevated the presentation and the story is subtle but not confusing. Excellent work!

So what Dialogic does is it creates an 'input catcher' as a part of the scene, that means that you can't click anything. You can turn off the input catcher layer entirely through Dialogic by making a new Style, or you can shrink the input catcher by editing the scene. But if you need something on top of Dialogic, then you can always put it in a canvas layer and have that above Dialgoic which is at default layer 3. 

Thanks! I'll check out your game when I have time! 

Evocative of Blake Fall-Conroy's Minimum Wage Machine but far more forgiving. It takes a while for the idle mechanics to kick in, but once it does it hits that good 'number go up' (or down in the case) feeling. 

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Thank you so much! I'm really glad you liked it! 

For storyboarding I just used loose-leaf paper and had them laid out on my desk so I could see everything at once. For writing the dialogue, I used ellipsus, which is a google-doc alternative, and just copy pasted it into Dialogic. 

As for writing the story, I came up with the initial concept, then the gimmick with the evidence, and then the body twists and worked everything backwards. I then figured out what I wanted the player to interact with the game, ie the box, the computer and the phone, and I made what I called an 'evidence-chain' where I determined what piece of evidence lead to what else. 

When it comes to using Dialogic, I would recommend learning how to access features from the code, such as flipping variables and pausing for menus. The best example in this game is when you talk to someone the first time I have a variable that gets flipped, so if you call and talk to them a second time, an {if} statement gets triggered that sends a signal to one of the gd scripts turn on the end call button.

When it comes to timelines, personally I prefer to have a lot of little timelines. The phone, for example, jumps to another timeline when you input the correct string, using the string variable. That way if I need to edit something I don't run the risk of messing up too many things. 

If you have a button or a trigger that opens up a dialogic TL, if you press it you can set it to open up even if the TL isn't null, in which it will automatically jump to that TL. I used this with the End Call button which just opens up a new TL that has a single line of dialogue then closes dialogic. 

I hope that answers some of your questions!

Short and sweet and they knew how to change it up once it started to get repetitive. I did have a little trouble reading the font and had to squint, but I also have bad eyesight so that may not be an issue for everyone. 

omg, thank you so much for all your help. it should be fixed now 

Oh shoot i missed that good catch! Thank you!!

yes, that's how the case sensitivity is negated since the code only looks for lower case 

Very cute and simple! I  love the art direction and the limited color palette

Thank you so much! Ill double check to see if its working!

A simple and very cute little game. I loved the art direction and the excellent use of the limited color palette. I wish there was a little bit more variety to the meows but otherwise it was delightful. 

thank you!!! 

I double checked everything it should be working. You can just enter everything from the start and hold CTRL to skip through dialogue 

I'll take another look at it, but all fields, including the name, will need to have been entered, the text will  be centered if it has been entered

did you make sure to hit 'enter' in each field before hitting the submit button? someone else had that problem too

Thank you so much for the feedback! I plan to make the text input better in the future but since it was my first time coding a text parser I was limited in what I knew how to to do.

Unfortunatly since your comment does spoil the reveal of main gimmick of the game I'm going to delete it. 

It's the password written on the post-it note on the screen, both ERIKSON and Erikson will work

Incredible aesthetics, I absolutely loved the cans

A very cute and sweet little game! 

Always bangers, can't wait for the next part! 

Great concept, but I wish the check button had told you wich section of info was incorrect. I spent a while assuming I had gotten the trail cams wrong only to end up brute forcing the "fewer" and "several" aspects of the checker to find out it was a typo in another section. 


I like how the game doesnt spell out for you what happened and that isnt what you are figuring out it just leaves it up to the player's interpretation. 


Looking forward to a full game! 

I could feel my brain melting out my ears 10/10  and calling the novel coronavirus "new crown pneumonia" is just incredible

incredible! the options for my favorite pastime had me cackling

About 1.5-3 Hours

I would go look at Sorry, Did You Say Street Magic and Microscope too as they inspired this!

Thank you!!!

i love the silhouette art one! 

Thank you!!

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Hello! I got this error when I was trying to fish in the lake with leeches , but I didn't lose a lot of progress thanks to auto-save! (thanks for putting that in the game btw!)

Incredible concept, I wish this were real 

np! added!

Hello! The tea is in the yellow square container on the second row

Very cute!!! ♥

What a lovely little game! Thank you for sharing! 

Trams trams trams!!!


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Good luck! Can't wait to see the final version!!

You have been collecting art for a long time, now you have decided to show off your collection. Each piece is special to you in some way, and represents a part of who you are as a person.

You can play by going to an actual museum and taking photos, or by visiting a museum's site that has an online collection. The game hands you a list of pieces that need to fulfill a certain requirement, such as how you look or what reminds you of vacations.  For each piece, you write a little bit about what it means to you and how it answers the prompt. 

I cheated a bit and just picked out my favorite artworks in general, (some of which are actually in private collections) and did a couple of graphic design edits in a slide show. You can see them all HERE

You have awoken to a desolate city. Explore it to survive and perhaps you may find out what has happened.

First you roll 1d6 to see how many explorable areas are in a section, then for each section you draw one card to see what you find. You roll 1d6 to determine how you found it, such as while you were resting or while you were exploring.

Then you use the suit of the card to determine what sort of component you found, like supplies or even a clue. Then you use the rank of the card to determine where you find it, such as a parking lot or government building. 

 I wasn't able to find out too much of what had happened except there were the mysterious "Others".  You can read my playthrough HERE