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A member registered Jun 06, 2020 · View creator page →

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I finally got around to trying it, noise still happened even after uninstalling and reinstalling the game :/

Awesome, thanks!

Awesome, thanks! 

Either of the starting characters. Looks like the noise is when the bullet makes contact with an enemy, it's a lot louder than the regular shooting noise, and very jarring

There seems to be an audio glitch when shooting guns for me, sometimes it'll be fine but other times it'll be a very grating noise which sounds a bit like when you plug a live speaker into an audio jack. I wanna give this game a proper try, but unless this audio bug is fixed I can't really because it's too distracting and annoying.

That was pretty neat! The ship's controls felt very sensitive and zoomy, which I felt maybe undercut the sense of quiet and isolation you were going for. Personally I think a slower moving and delayed response controls could have worked well to compliment the atmosphere? BUT I still had a really fun time, and I liked the story!

I like the writing. The game itself is very obviously unpolished, but I think this is a promising concept and I'd love to see more if you ever make it

This was a wild ride

This game is /very/ loud, which made it offputting for me

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Really enjoying this so far! It's taking a while for me to get anywhere, but I'm enjoying the process. It has an interesting balance between being difficult and relaxed, and I like the fact that you have to experiment to figure out a what's the best combination of stats for a wine

Some feedback:

1) It would be useful to have a sidebar to more easily check on barrels without having to go through the menus and pause the game

2)The voice acting is good, but sometimes there are pauses between words or sentences that sound unintended which is annoying to sit through

3) It would be useful to have a notification once a shop has finished selling your wine

4) It's way too easy to accidentally click through the wine fermenting or pressing, and forget to adjust it for each wine, unlike with setting barrels or crushing methods. It would be nice to have similar ways to prevent the player from accidentally skipping past unless they actually select a time for fermenting and a percentage for pressing.

(Edit: Removed one bit of feedback upon realising there actually is a way of checking previous wines to see which ones were good wines. Might still be useful to favourite them or something, but this is still quite helpful)

I played this on the Switch a while ago and really enjoyed it. The first game does a lot of cool stuff with the core mechanic and ideas, and makes some really interesting puzzles. Unfortunately, the second game is less good, as it feels like the puzzles are less interesting or difficult (with a couple of exceptions), and I think I recall not liking the animation as much as in the first one? It isn't a /bad/ game, but it's definitely not as good as the first one and feels like it doesn't try to do anything that the first game didn't already do better.

Really liking the atmosphere, and I like the careful deliberate movement of the main character, it has a nice feel and feels accurate for someone wearing heavy armour. It feels like this has a lot of potential, and I'm interested to see where it's going. I also like the fact that despite being a knight it is not primarily combat based (in fact I didn't come across any combat, possibly I missed a combat encounter), and the lack of a weapon helps increase the feeling of dread.

Now for some criticism:

The text needs to be more legible. It needs something to make it stand out otherwise you just end up squinting at it half the time. Maybe an outline to the text? Or a darkened partly transparent box behind it to make it stand out from the background?

I think that the level design needs some tweaking. Initially once you leave the dungeon, you have a lot of different paths to choose from, but they all basically lead the same place, and there seems to be no benefit to exploring them all? Which then teaches the player that exploring is a bit of a waste of time, only to later find that there is a benefit to exploration as you can find more fireflies and interesting events, so you're giving players mixed messages.

For a game that seems to be promarily focused on exploring, it also feels weird to have such frequent and multiple points of no return for each section, which for me at least made me worry that I might not have explored everywhere. this might be the point, but personally I didn't find that uncertainty very fun? And it made me reluctant to want to retry the level to go back and find things I'd missed, especially as the lesson that I'd learned as a player early on was that sometimes exploring is a waste of time. Personally, I feel like these restrict exploring, rather than encourage it, so if exploration and finding out stuff about the state of the world is the purpose of the game then I would heavily recommend considering how your level design affects that.

(Also, the bit where you choose to make camp is unclear that making camp means you can't go back and continue to explore the rest of the paths.)

On a separate note, the introduction sequence also has some nice atmosphere, but I think that A) it needs a little bit of work on the character animation and B) given that the character faces aren't particularly expressive, having the main character open their helmet to show their face kinda works against the emotions that you're trying to instill in the viewer , so I'd recommend just keeping the helmet on. Let the bodylanguage and voiceacting do the heavy lifting there.

I'm sorry if this feels negative, but I do see a lot of potential in this game and I'm giving this feedback because I want to see it fix these things in order to live up to that potential

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It crashes for me after I select a level :/ (I'm on Windows 8, might be that my OS is just too outdated)

I like it, I enjoy the exploration and non-violence, it's like the bits of minecraft I most enjoy combined with some cute characters.

Some critical feedback:

  • It feels like it takes a while to get enough money together to upgrade anything, and part of this might be because the inventory space is so small? I think it's likely there's something I can get to increase this inventory space, but I still haven't found it so I'm guessing it's random and I haven't come across it. If that is the case, I definitely think it would be better to have it be a purchasable item rather than random as having to go back and forth too often because my inventory is quickly filled, especially as you already have basically a timer ensuring that players have to go back to the surface regularly.
  • The main character's running animation looks odd, personally think it's worth improving
  • Every time you use an item or exit the cave it goes into third person, which is annoying if you prefer to play the game in 1st person. Would personally prefer this not to happen

The first point is probably the biggest thing which impacts my enjoyment of the game, but otherwise it's really good! It's very chill and neat

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Given it a test to decide if I want to stream the game, think I'll give it a proper go soon as it looks really cool. One minor note tho: I noticed that when you try to go up the first set of stairs initially it's pitch black, to the point where I had no idea which direction to go. Took awhile of aiming at random corners of darkness to see if I could go anywhere before it suddenly became bright. This happens when I go back down the stairs too, it just suddenly becomes pitch black, but that's easier to deal with as I can aim for the doorlight and I know how the stairs are oriented now. However, was nearly enough to put me off continuing with the game, as it was taking awhile to realise what was going on initially