thank you for playing :)
Merulon
Creator of
Recent community posts
Nice game and I loved the sounds you choose. I had trouble reaching the end of level 1 though... Maybe I misunderstood sth. How can I reach the branch which leads to the end? My tongue was not long enough? ;_; Id be happy to try again since its quite addicting - meaning it has well designed gameplay! :) Simple mechanics are often the best for casual games!
Okay, I played this way tooo long...
I really like idle games and this is fitting to the theme. I would have loved some viby lofi beats to that, or spacey music :) You could polish the UI and some nice tutorial maybe? And also I would suggest changing the pacing for the beginning of the game. Its addicting when you play it for a while though. Also: It crashed, I dunno why though...
All in all an addicting game! :)
Dick Storm ;D I really think he needs his own theme!
I really loved the Camera angles and how you implemented the Text Boxes. This really is a nice style. Dialogues were great, sound egfects as well. Music was fitting Even if it was a Bit generic but it was adding nicely to the vibe. Art was solid and the 2D / 3D - Mix was cool as well! :D Great Submission!!!
I really enjoyed this cutscene, especially the reference to Zelda. Excellent work!
At the beginning, I had a bit of trouble following the conversation, but it was still manageable. You could consider changing the colors of the speech bubbles depending on which character is speaking. Toward the end, however, it becomes clear anyway.
Cinematography:
Although there are no perspective changes, the charm of this sequence lies in the fact that it feels like a genuine gameplay moment and takes place entirely within the game world. In that sense, this feels like a conscious and well-considered decision.
Visuals:
Simple and retro in style, though some elements appear to be assets, as they don’t always feel fully cohesive. Nevertheless, everything remains clearly readable and understandable.
Audio:
The music loop fit well, but it was a bit short. Otherwise, it felt appropriate and consistent.
Storytelling / Theme:
As mentioned at the beginning, I really like the story, especially because of the Zelda meme reference. The theme is clearly addressed, even if it may not be five seconds in the literal sense.
A cute sequence with a great idea and charming retro graphics—I really enjoyed it!
A very strong sequence that could easily serve as the intro to an action game. The interpretation of the theme is also interesting and certainly unique.
Cinematography:
The interesting transitions make this scene stand out. The transitions begin right from the menu, and especially the brief cut to LIVE TV when the laser is fired is fantastic and very cleverly done. I’m impressed—this is a really intelligently structured scene.
Visuals:
The Visuals are simple but effective. They remind me a bit of Flashgames. The angular art style adds to the piece’s uniqueness.
Audio:
The voice acting felt somewhat too emotionless to me at times. It came across more like a report than a narrative. However, the sound effects supported the narration quite well. In addition to the drums, I could have imagined a deep horn or generally a bit more music overall (for example, something Inception OST–like). In my opinion, the audio could have been refined a bit more.
Storytelling and Theme:
This is where the piece truly shines! It’s an absolutely creative interpretation of the theme, and I really enjoyed the storytelling.
Overall, a great contribution with distinctive transitions, solid narration, and an interesting interpretation of the theme.
Okay... this was special. The artstyle and music make this a bit artistic but I must admit that I really do not like gore. The last shot was very interesting, though - and well made. I think the music fits to the disturbing vibe and the grafic as well. Plus, your interpretation of the theme was dark but unique so far.
I think this is really a matter of taste with this one. I am happy that I cant vote anyway, cause I would not know how to rate it. I really like the special style, though. This is something which makes this scene standing out!
A cutscene that shines through its strong artistic style and could easily be part of an animated series. The cat character looks intriguing, and the (mostly) colorless design sets a strong focus while simultaneously supporting the storytelling (color = not a dream).
Cinematography:
The camera angles and framing are excellent. First, the view of the space station establishes the setting clearly, followed by the countdown with individual shots during the bright phases, and finally the shift to a first-person(?) perspective. This is very nicely done.
Visuals:
The art style is excellent—simple, but very clear and well defined.
Audio:
The sound effects effectively support the storytelling. The countdown combined with the on/off lighting feels cold and threatening. When the character wakes up, the shift to color suggests change; I could have imagined subtle piano tones working very well here as additional support.
Storytelling and Theme:
The theme is handled exceptionally well. It becomes clear why it was “five seconds too late.” However, the storytelling itself was slightly confusing for me. At first, I thought it was a memory: we see the character awake and the tally marks on the wall—perhaps days since the incident? Then the text appears: “Don’t worry – I got you.” Is this said by a second character? At least on my first viewing, I didn’t immediately understand this (though perhaps I missed something).
Conclusion:
A great scene with a strong artistic identity that engages very well with the theme.
A very successful and highly atmospheric scene, not least because of the well-chosen color palette. I especially liked the idea of the omen butterfly – it adds an intriguing accent to the scene and brings additional life to it.
Cinematography:
The different camera angles are well chosen and used effectively. One moment that stood out in particular is the scene where the main character opens the door – the perspective is excellently executed here. At this point, I would have liked to see a bit more animation.
I understood the inserts of the various mushrooms as showing that the character initially keeps finding the wrong ones – is that the intended interpretation?
Visuals:
Very strong overall, especially due to the thoughtful and consistent use of color. It contributes significantly to the dense, atmospheric feel of the entire sequence.
Audio:
The music supports the scene well and is appropriately chosen, remaining pleasantly in the background. However, on my end it only plays on the right channel. Perhaps something went wrong during export.
Storytelling and Theme:
The theme is clearly recognizable, and the story is easy to follow. It is not entirely clear why it is exactly five seconds by which the heroine arrives too late, but a different time span might not necessarily have suited the story any better.
Conclusion:
A truly strong and atmospheric piece with great ideas and appealing, evocative imagery.
General:
Okay, I’ve always wanted to be Captain Picard (or in my case, more like Janeway), so of course I had to try this game. Back in the day, I really enjoyed playing Starfleet Academy and I’ve been missing a similar gameplay experience ever since.
The game immediately shines with its presentation once you get past the rather simple main menu. The controls on the bridge are intuitive, and you quickly find your way around. As a Star Trek fan, the Easter eggs are a real treat: I got to talk to Kirk (even though he unfortunately had better things to do at the moment). It also adds a lot to the atmosphere that you can hail other ships that aren’t directly part of the mission. It gives the impression of a living world.
Later on, it would be great to have more decision-making and multiple mission endings! I can also imagine a stylish mission overview menu working really well.
Graphics:
The game looks very good — especially the UI layout contributes a lot to that. The ship and everything inside it look fantastic! The effect when taking off is also really great; I only wish I could see something through the windows — stars, planets, space stations… overall, I think that’s very important. For example, when approaching the wormhole, or when undocking from the space station!
The rumbling during undocking was a great touch — you can feel the attention to detail. In the start menu, a hover effect on the button (visible already when hovering with the mouse) would have been nice.
Music/Sounds:
The sound effects are very good and fit perfectly; only the tones when playing back messages could be a bit lower in pitch, in my opinion. The ship’s hum helps the atmosphere a lot. The intro music is fitting and sets the tone nicely. Overall, I would add music in a few more places to underline the importance of key moments — for example, right when the demo ends…
Theme:
The bridge is a room — so the theme is absolutely met.
Conclusion:
A game strongly reminiscent of Starfleet Command. I would love to keep playing!
General:
The core gameplay is simple, but it works well. Unfortunately, memory games are absolutely not my strength, but I still tried this one several times! I liked the retro layout and the clearly separated gameplay phases. The fact that I could place the pods myself elevated the game a lot, since it added a strategic layer. However, my inner perfectionist didn’t like that I wasn’t allowed to place the pods evenly.
Graphics:
Simple and kept in a 1.5-bit style, but easy to read.
Music:
Stylistically fitting and supports the game well.
Theme:
It may not be a “room” in the strict sense, but it is a confined area, and everything takes place within that space. So in that regard, the theme is fulfilled.
Conclusion:
A well-made memory game with a retro look!
































