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Maliface

47
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A member registered Jan 15, 2022 · View creator page →

Creator of

Recent community posts

Thank you for playing and flagging typos, you move to the top of the typos leaderboard!

These have been corrected in my version which will be live very soon.

From the main menu you can use Manage saves -> Save to file to obtain a JSON save file, the contents of that file are the exact same as those in the error message.

Does your error come with a specific message?

This is the way to transfer saves. It worked perfectly and allowed me to diagnose the issue. 

It was Jane Green being difficult in regard to her income, fixed in live version!

Thank you for the kind words and flagging the issue, there's plenty more bondage in store <3

First of all thank you for playing and taking the time to write such elaborate feedback!

Indeed, there are more scenes planed with Jane Green, Molly Simon will get her own storyline as personal notes left in the system. Other characters are still to be added as well.

A tutorial is in the works tho I kind of like the idea of players figuring things out on the job.

Good catch on the harvester description! It is was a relic from an earlier version in which placement mattered, they now work on their own floor. Fixed!

Data points double research speed, basically, a game tick at speed 40 consumes 40 DP and advances research by 80 (before other modifiers).  I'll go over the code to check but the depletion/income should be balanced for any speed.

I get what you're saying about balance, available information and the ability to optimize gameplay. I feel it comes down to setting video game expectations on something that is more of a story delivery device, which is absolutely on me. 

Failing is the only possible ending so far and I am somewhat attached to keeping it that way so it only takes a single play-through to see most of the available content and get the full development. Weekly goals are balanced in a way which forces failure and prevents players from running out of new events (or creating stupidly large saves...) but I totally get that it seems unfair from a video game standpoint in which players expect and want to win.

Tho I will make the schedule clearer for sure and address the ending issue!

As far as saves are concerned they happen automatically at the end of each day which means you should never need to save manually during gameplay. With most of the content being linear there is no need to save before making X or Y choice in order to see both outcomes, which is something I really dislike with choice-based games.

Still a bunch of work to be done. Thank you for the kind words and valuable feedback!

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First of all thank you for playing!

I've had the time to do some playtesting myself and tweaked goal progression. After a failure you were meant to get a week of respite but the game still applied multipliers which kind of defeats the purpose... this has been fixed.

A "drain all" button has been added to the production floor, which is basically a "cash in NT everywhere" button.

Currently, the only ending involves failing to meet production goals one too many times but I do plan to link game performance to the story (scene to erase a past failure, ending variations based on total progress).

Indeed, good catch! Solved!

Thank you for the outstanding flagging, you move to the top of the typo leaderboard! I did not expect anyone to read the research notes :p

These have been found and corrected in the latest patch (never realized "week-end" was the French spelling of weekend).

I've had a few discord friends submit their own typos, that's why there is an extra entry.

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Thank you for playing and flagging typos, you move to the top of the typo leaderboard!

I can totally see the game progression feeling slow. 

  • Game speed can be changed in the bottom right corner but it maxes out at 25, I will likely bump it up to 40.
  • Production periods (during which you have to reach production goals) currently last a week, that could easily be tweaked to 5 days.

Glad it's fixed!

Duly noted, thank you for the feedback ♡

The learning curve and overwhelming design are somewhat part of the experience I want but I agree that making a tutorial will also avoid some early frustration. Thank you again for playing.

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Thank you, fixed!

Congratulations, you move to the top of the typo leaderboard!

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The words don't quite work? The letters are upside down?

Here is the place to report typos!

The game includes a typo-flagging utility:

  •  by default, whenever you select text, a "Flag typo" button comes up in the top right corner, click it to flag your selection
  • this feature can be disabled via the office settings, in this case you can still select text and press SHIFT + F to flag the selection

Flagged typos appear in the "Typos" section of the office screen and can easily be exported from there :

Typo leaderboard :

  1. ObsidianTree : 24
  2. vanillapurrlgrey : 22
  3. Da_Miech : 16
  4. bolololzo : 6
  5. buster843 : 1

Got ideas, impressions or any thought on the improvements which could be done?

Here is the place for general feedback!

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An error popup appears while the game loop is running or when clicking something? Things don't work as they should or behave strangely?

Here is the place to report such bugs!

Clicking the "Copy" button in the top right of the error message box allows you to paste an error report which contains a serialized save. Feel free to post it in here, including the save means I can test from the same point you had reached.

Game saves do not contain any identifying information about the player's device or identity,  only their in-game choices.


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Things don't line up? Content spills out of its container or doesn't scroll properly?

Here is the place to report anything formatting and styling-related!

Disclaimer: Mobile support is another can of worms which may or may not get addressed eventually. Right now I am working on smoothing things out for computers first.

May I ask which browser and operating system you are using?  Also, mouse and keyboard or tab navigation?

Thanks a lot for letting me know! 

You're talking about the main menu that has (Story, save stuff, About...), right? Are you using a computer or a mobile device?

Either way, I will push an update right now, which may or may not fix the issue.

Thank you ♡

Thank you ♡

I really like the way the worldbuilding comes together and how the broad setting merges with the narrator's own experience, feels very smooth .

Minor issue: Paragraphs that are more than three lines are clipped at the bottom. Not a huge deal, those were fairly rare.

The art is lovely and the gameplay surprisingly compelling!

Horror survival game : Drake looking away
Hoe survival game : Drake pointing

The gameplay is a bit clunky but the models and environments are nice. The way movement and perspective are controlled independently make it feel like a Resident Evil game, which is a funny parallel.

Pretty impressive in ten days!

Thank you, your love has been received and greatly appreciated ♡

Thank you ♡

The writing is beautiful and the atmosphere is like no other!

Thank you for the compliments and  typo hunt ♡

"plateaux" is meant to be plural but I assume "plateaus" sounds more natural in this case, I was unsure about it...

Thank you ♡

Thank you ♡

Writing isn't my strong suit so I'll use every presentation trick in the book :p

Thank you ♡

Indeed, it was a struggle finding fonts that felt like a real handwriting while being comfortable to read :p

Loved it!
The presentation and writing are absolutely top-notch, to think this was done is just ten days is incredibly impressive!

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Thank you very much!

I feared the lack of visuals would be a major sticking point - and I plan to illustrate it in the future, the jam didn't leave the time for it.
Once again, thank you!

Damn, with a soldering iron of all things... Violent ♡

It's so cute ♡

I like the travel animation but I feel the passage contents should be hidden while it plays, currently you can start the animation but still get off at the previous station for a few seconds.

Love it, the writing is very elegant and conveys perfectly the character's melancholy.

Thank you ♡

I do plan to expand it in the future, a lot of the original draft didn't make it to the 500 words version :p

Thank you ♡


This was indeed inspired by I, Robot (or at least the memories I have of it)!