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Magic DEVael

33
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A member registered 35 days ago · View creator page →

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I wish there were more, but I understand combining a text-based adventure in a 3D environment is hard. The atmosphere and ambience were incredible. I can't wait for the full version.

I wonder how you did the texting mechanic in this game. I like how the other person can respond to you if you say specific words or phrases. I did struggle a little to move past the first scene, but once I did, I enjoyed the multiple journeys I went on.

The quiz is very interesting from a technical perspective.  From what I gather from playing this game, each question and its choosable answers are all somewhat randomized, then taking the randomly generated answers and seeing which one is the closest to the answer of the randomly generated question. I find this to be really cool, and I am wondering how you did that.

This game is very straightforward, and it makes me think that this is really the professor's submission to make sure we know the syllabus. The quiz format is very clean, and I like how you get a score on what answer I gave and if it was right or wrong. Using those totals to show how much I got out of 5.

This game perfectly represents what it is like to get code to work in the game. The personification of the computer is really good, too, because that is how I would associate errors showing up in the devlogs. I also like how you made the computer font red. It really makes a connection between the computer and the error messages one would receive with faulty code in a project.

I get the feeling of being trapped in a dream within a dream, or perhaps a nightmare in a nightmare from this game. I liked how you typed things out, and if you didn't have certain items, you would not be able to escape, along with the circle time ending.

For some reason, this game reminds me of Blue's Clues, in a very good way. I like how it seems that for it to progress, you need to go through a certain number of choices or screens. I wonder how you did that. I also love the music choice. The music really goes along with the vibe of the game.

This game is very simplistic. I love how this reminds me of Telltale games and how choices matter.  I do wish there were some visuals within the game, and I do wish there was more, but that is more of a personal qualm.

So, as another comment said, having to scroll to read your text makes it a little annoying and something that can turn people away.  I also wished there was music or some sounds in the background so that the player can immerse themselves in the great story being told here.

The game was very zoomed in for me, so I was unable to make a proper critique, but I did enjoy the premise. I loved how you made some text pop onto the screen and stay there even if you turned the pages.

I like these types of games. To me, they are a nice game to relax with. I did wish there was the ability to go back instead of having to press the buttons on the top, or perhaps restart the shops after buying something.

I would suggest giving a player a goal by the end of the game. I felt a little lost on what to do other than just explore what was on the phone.

The look of the game reminds me of 2008 YouTube tutorials. The jokes in this game remind me of cheesy lines made by a side character in a video game, in a good way. I love how natural and charming it is.

This really reminds me of those language-helping apps, especially when they ask you to construct a sentence in the language you are learning by using a set of words they give you. I love how complicated this game can be and how complicated it is.

This reminds me of those 10-second guess timer games. Like you hit the button once you feel like the timer is exactly 10.

This game feels like the Fallout terminals. I love your style you put into the game, it made it really unique.

I love how each screen has its very own music. I feel like this added a lot of character and charm to each scene. I also like how, at the end of endings, you are able to restart from the very beginning.

Why does the player want to bond with a dragon? Is it for companionship or for world domination?

Is the player representative of how people who will do anything for the greater good, even if it seems to be vague and mysterious?

I wonder if this game is about the life of someone who is employed and has a similar schedule every time, thus causing it to feel like you can only do so many things and then you will have to do them the next day over and over, like it is a never-ending game?

The game was good; I wished there were visuals to go along with the sound design.  Some of the text gets blocked by some of the boxes, which I wanted to see. I also got one of the endings very quickly. Personally, I would prefer a longer journey to an ending.

I liked how stylized the game was. I enjoyed how I was able to do things like go to work, get money, and buy things with said money. I can very easily see myself trying to get every little text that is available.  

I like the look, but I do have one problem, and that is the game is only text. I wish there were some visuals along with music since I want to be even more immersed in the game. I did like the choices I had and how I needed to have certain items to progress, and the multiple endings. 

Nice use of a physics object. The looping mechanic is really nice. The game gives off the feeling of how some people felt during the pandemic, being stuck inside and separated from other people. 

I love how this game opens up, at first I thought it was going to be a small game, making me wish there was more. Instead, the game opened up more and really gave me a good laugh. Good choice of music too.

This game is so amazing, it truly inspires me to try new techniques for my future project. I love how ethereal this game feels. 

The style of this game is really nice, and it also has really amazing NPCs. I also love the art style the NPCs have. I wish there were music and sound effects.

I kind of like how the volume was piercing, but I do wish we could change the volume so that it is not piercing for too long. The representation of how the bad thought is going through the brain is also a neat idea.

I like how detailed this game is. I wish there were things to do (maybe a secret to getting out). I also want there to be more world-building, not outright told, but shown.

I really enjoy the premise and the theme of this game (I love horror). I also enjoy how the game isn't too dark to the point where you can miss details, it is the perfect (in my opinion) amount of light.

I already love the builds. I do wish there were a way to prevent falling off the platform for eternity. I also loved how you used just simple shapes to make really nice models.

I really like how easily the player can get lost in this maze of a space. It really makes it feel like the backrooms. I wish there were more places to go. I also feel like everything is intentional and that itself is accurate to the backrooms.

I love how mysterious this game is. It makes me want to know more about this world. Although I wish there were a way to have an endpoint, perhaps a way of knowing to go to the endpoint. Like if a cat were to say, "I haven't been to (Place) in a long time, no cat has," I feel like this would make it even more mysterious while also leading the player to a specific location.