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Katana314

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A member registered Apr 24, 2017 · View creator page β†’

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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 Itch.io 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.

I really appreciate what is there, but I don't think future updates are the way to go. It was an excellent type of idea no one had thought of, but it's going to overstay its welcome fast if people obsessively repeat its ideas or try to expand on it (Kinda like Five Nights at Freddies).

I also think the messy effects work better when they're not working so hard to try to trigger people. Flash effects tend to do more to irritate people with motion sensitivities than actually scare people - right now I think there's a better balance, eg the "Staring contests".

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.