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A member registered Apr 24, 2017 · View creator page →

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Fun to try! Still shows a lot of rough edges from early access, but pretty ambitious. Stopped for the moment when I picked up the asylum map, but somehow couldn't close it - could see gameplay active around the edges of the screen. Maybe you're aware of that bug.

Okay, so I may have misunderstood. I think I remembered someone saying the safe room was at the back of the casino, so that's why I had been trying to get in there on day 3. On a reattempt, I spoke to the lobby receptionist and that triggered the cutscene with the safe room. Based on your description, I think I will be okay from here.

I might not have a perfect memory. Basically, presented the attorney's ID to the event desk, got passes to go into the casino, made the guy get out of the way, and then I don't remember any significant cutscene upon entering the casino. I was able to talk to each of the people in the casino, and then went to the backmost area which has a hallway, but there was no trigger to enter a new area. Have not seen the room with a safe.

I may be able to retry the segment from an earlier save and give you some more detailed information, or hopefully get around the problem. Thanks for replying!

I've run into something that I think loosely matches what you described about Day 3; I've reached the Casino area, and talked to most of the people there, but attempting to walk down the back hallway leads to walking around in the black void surrounding the room. However, I'm pretty sure I got the con passes right when I was supposed to, on that same day. I'd be fine with using some kind of workaround if you could suggest one.

An excellent adaption of the Ace Attorney formula! The writing is funny, the characters inventive, the music draws out tension so great, the animations and poses of the characters are so well done, the contradictions all make sense and I never got stuck too long - AND the game is free! I really can't even think of anything to criticize. It's really a gem that something like this can even exist. I'd be very much willing to invest in whatever would be needed to get some kind of large-scale release of this game!

I did it! Very difficult, but maintains a lot of the tension of the movie! And I love the 8-bit version of No Time for Caution.

One tip: I think that you may have written "Interstellar" into the noun section of the game form. I think that's only meant for when your software is considered something other than a game (eg, "It's not a *game*, it's an *art piece*"). Usually it should be left blank.

I must confess that there are some things I don't like, however. It takes an agonisingly long time to get going, and hearing one or two very similar songs throughout most of it without a break was irritating, even if both of these things are done on purpose. It could have been worse, though, and I wish you luck with your future endevours.

I'm not so sure about that. It felt like a bit under an hour of reading before "HOLY SHIT!!" - but I really, really don't think that the power of those moments would have been so profound without that buildup.

It wasn't just setting cutesy, friendly expectations. It was also building up such a logical origin for the first event that you can't just laugh it off as being "Ridiculous-funny horror bullshit" like you can with say, a giant holding a twenty-bladed chainsaw.

I could maybe understand being bored if you have a slower reading speed than me though. I tend to somewhat speed-read visual novels.

While the practice of "Advancing text messages given by characters" can of course work quite easily on Android, the fact is, later on in the game, there are elements that would become incredibly hard to perform the same way on Android and would have to be written in a very different way. It's not even a question of device power, it's more a question of the ways in which you interact with the system.

Oh, sorry. I missed that that kind of thing wasn't funny or interesting. I thought it was interesting at first but now I know that it is not.

(I'd think most people tend to know enough about computer errors to know they don't just blur into the background like that, or present static scanlines with "TV noise" sounds).

@MaxRavenclaw : Did someone record what the crashlog says at that time? I missed it first time through.

Interesting. Funny that the game could double back on that reference, considering that as far as I can tell, the creator's first language is English!

I really liked the use of audio cues, the fireplace, and player control to pull off the comedic timing of the very last scene. I'm sure that took more thought than it seemed.