Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Kalitrine

35
Posts
6
Followers
4
Following
A member registered Feb 23, 2023 · View creator page →

Creator of

Recent community posts

The pixel art is so cute! I enjoyed the change in tone, and the sprite change each time you did an activity is really nice too. It might be nice to have a more drastic change where initially your choices are accepted but eventually Lucy starts being more specific about the choices, but also that's not necessary and I think it already works realy well as is!

This is a cool concept, and it would be really cool to see the other subjects (math is definitely blue I agree). I got confused a couple times because sometimes the player choice is actually the dialogue that is spoken by the other character, so you could maybe put that text in quotation marks and specifying who is saying it. Since this seems to be a draft, there's not too much to comment on but I think its a good start!

Really awesome aesthetic, we're out here doomposting irl but the character to internal self interaction worked well, I thought the part about interrupting was a funny way to casually add context about who the character was talking about. Would love to see this expanded upon, since the worldbuilding is so nice. A cool short experience!

You captured well how mundane this kind of life is. I felt so bad when the one good thing he was looking forwards to the whole week turned out to be really disappointing dessert. I don't actually think you need images for this to work, but the text feels a bit like a draft at this point since there are a lot of spelling mistakes. If this were formatted like a diary or journal entry, that might make more sense because the character could be making mistakes while writing. The dreams added a lot of context and backstory to the character, which was cool.

The first ending I got was White, and then I replayed to get the other two. Surprisingly, it was pretty difficult to get the Black ending. In my playthrough, I was reading about being surrounded by darkness, but the background was white, which felt off to me. I really enjoyed all the dialogue though, especially the way that the choices you make are incorporated into the story as a form of dialogue that also adds to the player character's personality. Although I personally wouldn't want to stay with the abyss character, I like how sometimes it seems to genuinely want the player to be happy.

Is this the backstory of the weird priest at the convenience store, or are they completely unrelated religious guys who both happen to be covered in blood? Nice visuals that help set up the atmosphere, although the font was a little hard to read since it was small and grey on black. The first ending I got was successful escape, but I went back and tried the other ones. I like how there's so many endings where you can just leave and not be a horror game protagonist.

The different visual setups were really cool and added to the theme of technology. Man what do you have against 4 large fries. The first ending I got was all the way to the end, but I also tried releasing in each location and I like that the text is different for each one. It might be nice to go all out with the visuals and have the beginning and end be mocked up too (maybe with dumb ads on the side in the quiz, and the old windows wallpaper for the old computer?) But it's not necessarily and it works well as is.

This is a fun premise and the visuals are super cool. The first ending I got was rejection, but I kept trying and eventually got the good end, which required guessing on the choices since I don't have a lot of knowledge about wrestling. The narrative works clearly and the player character has a lot of personality, but mechanically the name entering was difficult since you have to click with the mouse. Other than that minor thing, an enjoyable game overall!

I help Tod the quail make friends with another quail named Roger. I went to the park and wondered about how much this job paid. There were a couple minor spelling mistakes but they didn't interrupt my experience. The art and sound effects were super cute and really funny, and I think this works great as a short little game. I would love to help Maurice tomorrow!

I'm a kid whose mom gives me snacks to make friends at school with, but I use them to feed the birds outside my window instead. I played again to see if there were other endings but it seems like there's just one for now. I like the color theme but it might be nice if the main text were thicker too. The story is really cute and I would love to befriend the birds outside my window.

I'm a cashier working at night when a priest covered in blood walks in. My first playthrough I got the ending where the priest just leaves and I go back to looking at my phone. I played some more and couldn't end up finding out exactly what had happened, but I enjoyed the vagueness of his answers too. There was one loud sound effect that I got jumpscared by, and considering that the rest of the game had no sound, it was jarring and I'm not sure if it was necessary unless you plan to have sound the whole game. I loved the art though, and it fit perfectly with the atmosphere of the game! It was funny how awkward asking about the weather was, because it really would be an awkward thing to ask in that situation.

I play as someone running a convenience store, while the government releases monsters and causes the apocalypse. I got the ending where I kept running my store and the government recalled the monsters. Overall the daily routine is nice and the customers are all really fun, but it threw me off when there was a customer in the store when a monster attacked, and after shooting the monster the customer was still there like nothing happened. I enjoyed the visuals for the most part, but it was a little tedious at first that every single option forced the game to scroll. I got used to it eventually though. Also I'm assuming the customer images will be different from just the store images! I liked that the customer who I chose not to shoot came back and fixed my windows :)

I play as someone very lonely looking for my friends. I got the ending where I was alone again, and then played again to get the ending where my friend jumped. There are spelling and grammar mistakes that made it hard for me to understand the story, but the colors and pictures help communicate the loneliness feeling of the game even if the story wasn't clear. I thought it was interesting that you made the text hover color dark like the background, which I enjoyed visually but it made it harder for me to remember what option I was choosing.

(1 edit)

I play as a young girl writing in a diary, and the world is in the future where many plants are no longer able to grow. I reached the ending where I held the bake sale but my parents took my money and Uncle June left. I played again and this time I got shot by Uncle June :( There are some issues with the image making the options unviewable, but that can be fixed by getting rid of the overflow line in css. I really liked the bake sale picture, and it added to the feeling that this is a little kid. It was cute that if you don't write anything and turn the page, you get a note that "this is a problem for tomorrow me."

I work at an office but my boss is strange and overly friendly. I got the ending where I got burned in the woods, but played again and managed to escape while pushing the boss into the fire. Sometimes when there are pictures, the options get hidden. You can get rid of the overflow section in css so that you can see all your options even if there is an image. I liked the grey background because it really feels like a dull office, but the screams were a bit jarring because there was no auditory buildup to them. My favorite part was the weird smile picture, it was funny how it came out of nowhere.

I'm a robot talking to Layla about the state of the world. My first playthrough, I got the ending where Val invites Layla to go wander together. There was one part when you ask Layla about the cliffs where one line should have been said by Val but was labeled as Layla, but the meaning still comes across. The pictures are really cute and add to the style of the world as well as the personality of the characters. I like the new additional info of why Layla is out and about instead of at home!

I'm on a date with Sybil, who is a very strange date. Somehow I still want to impress them, despite so many reasons that I should leave. In my first playthrough, I got rejected, which is better than becoming a pet or getting eaten in my opinion! There were a couple spelling mistakes but they didn't detract from the experience. The audio was nice but honestly I wouldn't mind it at a higher volume either, and the visual aesthetic was great for setting the scene. I enjoyed all the descriptions of the visuals, and since this game takes place in a static setting, having more details in the environment and characters was cool!

I play as a tiny person trying to survive in a human's house. The first ending I got was pasta, but I kept playing to get a lot more endings. You die in most of them, but there's one where you can survive. The little spelling mistakes didn't bother me too much, but when restarting, the previous text isn't cleared immediately, which I wish it was. The visuals are awesome and really help with the mood of the game, and the sound effects are timed nicely too. I really liked the pasta animation!

I play as a computer technician who is instructed to shut down a program that has let people die in order to save resources. I made the choice to not shut the program down, but played again to try shutting it down. I found no issues with the game, and the audio works well with the visual aesthetic to establish an atmosphere and general theme for the game. It was interesting that similarly to your last game, there was a familial tie between the player character and an npc. I only read the files on my second playthrough, but it might have affected my choice on my first if I had seen the names of the deceased crew members.

Really interesting implied plot, would love to see it more finished! There's a couple spelling issues that can easily be fixed. I like all the objects in the room that give Amanda more personality, it might be cool if we could also know some more about Sarah too, maybe through her room?

I really like the intro, which tells us that we are being born into a world where the two main factions either pursue technological advancement or reject it and turn to religion instead. Both of my first playthroughs resulted in the player dying at their own hand (endings 0 and 2), and in a way both were rejections of the RESETTER.

I didn't find any elements that threw me off, this was great! Going to find more endings now!

The player suddenly wakes up to an apocalypse, and has to figure out what to do next. I liked the descriptions and atmosphere, and the first ending I got was making camp. Many of the endings feel really abrupt though, and I would like to see more of the world that you're building.

Very strange guy, but the offset with the player's comedic internal narration is a fun contrast! My first ending was making it home safe, which was a very simple combination of choices, so I also enjoyed reaching the other endings. I think some of the dialogue gets a little long though, maybe you could break it up by adding a forced choice where there's only one option for the player to speak?

I enjoy the addition of the dramatic and longer ending where we never find out about the prints. Would love to see even more elaborate endings too!

I like the realistic setting that's very easy to understand, I just want to see some cool art! I appreciate the little hints in how the large paintings feel strangely recognizeable in addition to how you get free admission, because the instant the line about the artist having impacted memory came up I figured out the truth, and it was interesting to see the choices that would either lead you towards the truth or away from it.

I think there could be a little more branching from the choices, instead of both choices almost always leading back to the same result. Maybe something like the way you get out of bed changes your next choice, while all still leading to the art gallery in the end? I don't know how important that would be though, and the game is also nice in how linear it is.

The shortness of the game helps with how playful it is, and you can easily get play multiple adventures with the different ducks. On the other hand, I would enjoy having a little more complexity with the branching, so that it doesn't feel like between the two choices, one will always end the game and one will always continue it.

We are out here fishing! I like that there's multiple ways to get the shrimp, which makes it a lot easier to get the shark ending if you're trying for that. The random man is also a funny addition to an otherwise pretty normal setting.

I think maybe having the different initial baits having some more branching and differences could be interesting, but I also like the way it is now and how it doesn't feel overwhelming.

Awesome tower that I both climbed to the top in and also went all the way to the very bottom in. The narrator is really a highlight and helps to ensure whether you want to get the good end or are specifically aiming for something contrary. Sometimes gets chunky to read, and idea is to make a choice prompt where there's only one choice, but helps the reader break up the text (something like look around maybe)

(1 edit)

The Red Queen is holding you on trial, and you try to answer in ways that convince her to let you live. I got executed my first playthrough, but on a later one I found out that you play as the queen's child, which is a nice detail considering that she's still very quick to execute you. I did end up finally finding the spare ending, which was fun to figure out the right combination of choices.

At first I wasn't big on the opening, because for quite a number of choices you don't actually have a choice, but once you start talking you get to choose what you say. I appreciate that the opening feels like a cutscene sequence, but I think maybe there could be a little less looking around.

(1 edit)

I played as Val, who woke up upon realizing that the coms were suddenly online, and had a brief chat with the stranger Layla over coms. They talked about Layla's life, but then Val found out that humans had destroyed her home and life, prompting her to shut her system down.

There were some spelling mistakes, and I might have enjoyed the player's conversation choices also including the VAl-BT tag.

I like that the atmosphere is very clear from the start, and the pieces of information from Layla's world were really cute. I want to try kult-kult.

tysm! we love our plant girl a normal amount

There’s a lot more that could be in there for sure! This was a silly little project for class, and I’m still learning a lot. Thanks for playing!