Also think the main guy could have tried to do a bit more to find out where the strange package originated from? Seems like he was adamant to close the loop without trying to do some research! Quantum mechanics are over my head, but it was an enjoyable story, none the less. Well done!
Mr_Selfy
Recent community posts
Another surreal, ethereal experience from whilegameisfalse, with some thought provoking and heavy themes at play - I usually do a short recap of my thoughts at the end of my videos, but I was left a little awe-struck as I was still processing all the events.
I gave in to my baser instincts and rifled through the junk to get more seeds, but upon reflection I should have kept the bracelet - guess I'll just have to play again and try and get that lock on the start screen open!
What a great game - blast of fresh air within the 'stacking shelves' trope of indie horror
What I particularly enjoyed about Shift At Midnight were the recurring characters and the seemingly random nature of whether they were a doppelganger or not. Not sure if the demo allows you go past the second shift without incurring the wrath of the SPIDER DEMON, but you definitely have to pay attention to what the customers say in order to find out whether they're human or not. DAMN YOU TOBY!
My only critique is when the spider-demon entity arrives - not sure if 'slowing down' really helps or not, and whether boarding up the place helps. It gives you a cash incentive, sure - but you really just have to get the plopped out eggs as fast as possible. Curious as how the multiplayer will affect the gameplay, but this is definitely something to check out!
I like the seemingly sandbox nature of the area - being able to get out of the car, etc - but I think there was a section where people were shooting at me that I somehow avoided? Also, please give the player the option to turn off the radio!
I encountered a ladder bug when Jamie is remembering his past - after having played hide and seek three times to be brought back to the start of the section was a little disheartening - maybe make a chapter after the third attempt to provide the player incentive to carry on!
I broke a nail...now where's the water-melon, chattery teeth pizza?
Comedy horror - Check.Multitude of different combinations for pizza base? - Check
Weird cheese/ice-cream vending machine thingy that breaks after continual usage? - Check
Beans in the basement - Check
My favourite topping? Spiders wearing little top-hats and monocles. Put THAT on your pizza slice ;)
Do you trust the voice behind the door?
Much like Tormenture, the 'game-within-a-game' mechanic is on full throttle here, where you play as a young child who wakes up in the basement of an amusement club and has to retrieve items in the 'game world' and bring them to...something...in order to gain powers and advance in the 'Taskelvania' 2D platformer world.I enjoyed the aesthetic and the puzzle elements involved in this demo, especially the VO quality of the 'entity' in the painting. I'm just not that great at platformers! As any great demo should, this left me wanting more, so can't wait for the full release!
Quite a poignant look at loss and how we try to move on...
This might sound like a small thing, but I particularly liked the way the main character's hands went up against the window/wall when you went up near to it - thought the story was engaging, a little Kafka-esque and certainly led to some dark places.The only quibble I had was the mine-shaft part - did our main character used to work in the mines? Thought that was part of a different game that was stitched in for longevity, but otherwise a thoroughly entertaining story.
The lucky ones died first...
Not having played the original demo before this - there's a lot to like with this remake - taking in the 80's aesthetic, an isolated house in the middle of the woods and a potential stalker/boogeyman character that lurks in the background. The set-up for this is promising, and could possibly be a very grand survival horror game.Synth vibes are packing heat for the score - the voice over work is on point and the general atmosphere is a slow build pressure cooker coming to the boil just as the demo ends. Kind of what you want for a demo - leaving you wanting more - but did hope for something a little more.
For me, when Amanda is travelling back from the well and you view someone in the peripheral vision moving into the woods...creepy. Kinda wanted a few more moments like that in the demo.
Please tell me Ashley is the first to go. As annoying characters go, she's the best/worst ;)
Looking forward to the full release
The lady in Red was Dead...
It's been a while since I played a point n' click adventure that felt uniquely fresh, and with the Raymond Chandler-esque hard boiled detective type aesthetic at play, I really got engrossed with Channel 1's premise. Although there's no 'combine the toothbrush with the cat hair' type mechanics at play here, the flow and progression of the game narrative seemed logical.Sound effects and music play quietly in the background, to a point where you almost forget you're in a game - I'll be continuing with channels 2 and 3 and looking forward to heading into space for the next instalment.
The only feedback I would give: I think the UI could be improved with having the suspect's names on their avatars - there was a bit of a learning curve to remember who everyone was - if this was turned into a full feature game by itself (and there's no reason why it shouldn't - it's that good) I think the party scene at the beginning could be heavily extended, where our main protagonist has proper conversations with all the suspects, to get more of an inkling of the characters and their motives, etc.
Loved the 90's imagery and art style - really took me back in time to that era when the 'ol point and click gameplay was in full swing. Well done - and now I have two more adventures to go on!
Rituals in the forest?
Great demo, that actually has a lot of scope to it. I was pleasantly surprised that you could go 'off the beaten track' so to speak and check out a few other areas, like the church and the house. I liked that with the man with the broken down car gave some foreboding insight into the forest, and that the NPC actually acted like real people: 'why are you talking to me, I'm just enjoying my dinner.'Only minor quibbles, but I would reduce the eating time and the waitress was so damn slow - I'm really looking forward to the main game. Demo was polished and if you add other areas to investigate (like the church and house) in the main game, you're sure to have a firecracker on your hands with Face of Fear: The Forester.'
That's not my neighbour meets Papers, please. With shrimp.
At first I didn't know if we were watching the shrimp through a magnifying glass, but I really like the fact that this company are making life-size shrimp people. To what purpose, who knows? World domination probably. I got shrimped a couple of times as I didn't realise the timer had sped up, but overall a fun, enjoyable game.Poor Jim. What the hell happened to Jim? A sequel may provide answers...
Lonely thoughts at night
This was an intriguing one - Saito's thoughts as he delivered packages at night really got a bit deep and philosophical - and the fact that the isolation of the town he was in really brought back memories of COVID. Had a bit of a studio Ghibli vibe with some of Saito's thoughts - reminded me of watching some of Hayao Miyazaki's videos and his ideologies etc.Everyone wants to be a rockstar though, right?
Sometimes you just have to roll with the cards you're dealt with. Or win the lottery. Great indie game, really enjoyed it.
Where's Luigi when you need him?
Pipedemonium has a very cool concept, where you enter a spooky, dilapidated hospital armed with nothing more than your trusty hammer, some gaffer tape and pliers.There could be a lot of scope for puzzles, encounters and much more with these mechanics, so really interested to see how the final product turns out. (like having to defuse something with the pliers, or sticking items together with the gaffer tape)
Regarding the demo: the hospital gives a foreboding vibe, which I enjoyed. Maybe a few more notes from doctors or staff depicting what went down - the lead-up to the demo is certainly the storage room, and I really enjoyed how this was built up by the notes from staff. Really got me on edge before going in there. There was a moment in my playthrough where I was in a lightened room, I switched off my flashlight but the battery was still depleting - is this just a mechanic that the flashlight goes down, no matter if you have it on or off? I'm not a particular fan of the 'madness' system, not even with Amnesia: The Dark descent, as it was just a way to make the player think they could go crazy. I'm sure if you don't take the meds it's game over, but there is such a plethora of batteries and pills (in the demo at least) that it negates the fear factor.
Very interested in where this is going, and hopefully we'll find out more about the mossing brother. Well done on a very polished-looking demo and the mechanics at play!
Nice to MEAT you again...
I found out about Night Maniac 2 from the recent release, so had to play the first one to get up to speed about the lore, etc. The aesthetic of the 80's slasher is on point, and you have a great boogeyman character with Mr. Paperbag butcher man. It was great to see the characters from the first outing reappear (poor Edgar, didn't have much of a cameo, eh?) and hopefully this series won't stop at a sequel. I wanna see the Night Maniac resurrected! Or maybe like a Jason X have his remains in space...only for a foolish band of teenagers to resuscitate him ;)I'm not a particular fan of the 'run around trying to get item A to open Locker B' when something is chasing you throughout, and felt that the majority of the game lent into this mechanic. The cutscenes also seemed a little out of kilter pace wise, (why didn't Roy just tell Jonathan his findings on the phone? Why did he need to come back to the massacre?) but overall a grand job bringing me back to my 80's youth.
Please say you'll be looking at Night Maniac 3? Perhaps Jonathan, scarred by the ordeals he'd had to endure, takes up the mantle of his father? Maybe there are two Night Maniac copycat killers and he has to fight them? Or y'know...could set it in space. Just sayin...
It's Chop-tastic!
This brought me back to an era when boogeymen characters like Jason Vorhees, Michael Myers and Freddie Kruger were shredding it on the big screen - Night Maniac has all the aesthetic of those bygone days in the 80's, when video nasties were shared secretly by school kids.I had a lot of fun playing this one - But Jonathan why didn't you just call the cops when you found the piece of the map with the warehouse!?!
Although there's not really any head scratching puzzles (you need to find the digit code to the safe in Jonathan's house, but that's about it) the vibe is mainly action and the 'empty trash, clean the floors' that are seen in a lot of indie horrors. My only real criticism is the length of time between the shop customers coming into the butcher's shop at the beginning - felt like that there was a lot of waiting around.
But I came across this as I saw the newly released sequel: Night Maniac 2: Legacy of Blood - will be uploading that bad boi tomorrow!
Great game - hope to see more in the future!
Who says watching horror movies is a bad thing?
Wow, this had so many layers running throughout its playtime - from complex, family dynamics to darker themes like abuse. I particularly enjoyed the way that Samantha's perspective was always on the edge of a knife whether what she was seeing was real or whether her mind was trying to repress what she actually knew to be true.There's a bleakness that permeates throughout the runtime of the playthrough, and the physical rubbish that's been left outside her back yard juxtaposes with what's happening with her internally. It reminded me of the Bad Parenting game, which also dealt with heavy issues - but unlike a lot of indie horror games that deal with these type of tropes, there was finesse and well executed handling on display here. Looking forward to playing more of Guilty Roses games in the future! You've got a follower and fan from here on in!
You've been checked in...but you can never leave
For an escape-room type game this was really interesting - would have loved to find out more lore about the main character and why he/she had been left to languish in room 95 in the first place. The Plaza sounds like there could be scope for other games in the future - just what exactly was the creature that mauled the pizza delivery guy?I especially liked the foreboding sense that there was something lurking behind the walls of the room, ready to pop out at a moment's notice! The only critique I would say is that was more 'opening cabinet A to get the key for cabinet B' rather than puzzle solving, but enjoyed it immensely and hope to see more in the future!
Drive for your life.
I had such fun with this - although the fundamental mechanic is literally moving left to right to avoid spikes in the road, I was sucked into Kyle and Brett's radio show. Congrats on the voice acting, as it really showcased what good dialogue can do in a game.I need to know more about Kyle and Brett. I want to party at Beach-A-Palooza. And I want to mosh in the pit.
Well done - I'd love to see more of these ethereal/eldritch/phantasm creatures on the radio.
Mang Berto. Legend.
I was surprised by the atmosphere, ambience, plot and actual depth to Hapunan, taken from the perspective of a poverty-stricken family. From selling Balut on the street corner, to looking after Niko's family (and getting embroiled in an action plot) I was deeply gratified when the end credits rolled.I'm looking forward to more from this developer - Berto's revenge! :)
I AM THE DANCING KING!
Quite a short, succinct game about labs that glow green, raving villagers and an old lady that invites you to her abode. Quirky in nature, this gave me a good jump scare that I was not ready for.Would have liked to explore the village a little more and gain some lore with regards to the jinn, but overall an impressive short indie horror!
But...
I encountered a few soft lock bugs that eventually prevented me progressing further in the game. This seemed to happen in the supermarket on two occasions when I would speak to NPCs and the dialogue channel would freeze me in place. The only thing I could do was to boot out of the game itself and start again. I did this twice on my playthrough, but didn't have the energy to try for a third time. Would love to see this episode through to the end, but would also like to talk to NPCs without the risk of being frozen.
A few other notes:
- Bringing the boxes into the house, the living room would be considered downstairs, no? There was some trial and error with throwing boxes into the rooms. Perhaps have 'ghost placeholders' for players to know where they are placing the boxes. Maybe one for each room, or just generally having them in one place and highlighting to the player. The room upstairs for me seemed like a spare room, not the main living room.
- I loved the interaction with the NPCs - they all gave a little morsel of what was going on in the town. Would have liked to see more of their characters before heading off to the supermarket. Perhaps a few more interactions with the friend that brought us to to this place to immerse us into the flow of things.
- Surely there's going to be a love interest side quest with Suzie?
Otherwise, a great job - will look forward to playing this again and getting to end once the supermarket issues are fixed!
Good and Bad Ending
Not a bad attempt at the 'creepy hotel' formula - would recommend some minor improvements to the mechanics, such as adding a sprint function and dialogue skip - perhaps even a save point when the character goes to bed to help the player attain the other ending without going through the whole scenario again.Would have liked a little more exposition to why the killer was doing what he was doing - maybe a few more instances with interacting with other people in the hotel. Why were the room numbers all over the place!?!
I hope smiley bald man was able to bake a cake before what happened to him...Nice creepy vibe though, look forward to more of your projects in the future.
Needs more booze.
I really felt like a kindred spirit with the main character in this game - wake up, drink, have a few ciggies, go to the shops for more beer, spit at kids, blackout.Rinse and repeat.
So what if some kind of alien invasion is happening? I'll just spit at them.
I thought at one point I'd broken the game by not throwing the beer at the neighbour's house, but after checking in with my bro at the shop, he was kind enough to give me another beer.
Get on the bus. No matter the cost.
This game reminded me of the Train dilemma - where there's one track with five people and another track with one person, and you have the decision to flip the switch so that you either take the lesser of two evils or do nothing.Dependant on your moral ethics, will you be taking a place on the bus? I enjoyed the NPC's short stories, and what they have done/what they will do to get to the City of Light - I think this could be expanded with more interactions with the NPC's - to make the player care for them and decide whether who will be going on the bus.
As mentioned in previous comments, the wait time between each interaction is a little long, perhaps there could be another mechanic used in the kiosk while these wait times go by? Would definitely like to see this elaborated further down the line...
With a quick puzzle and shooting segment, I wanted to explore more of this world (especially armed with a shotgun) but alas, know this was a game-jam and your time was limited. I hope it does well with the jam and hope to see more of this in the future.
You've probably already read comments about it - but the opening/closing texts fly by waaaay too fast to read! Perhaps giving the player control of when to scroll to the next text segment would help.
Just a routine check-up...
I enjoyed the aesthetic of this one, taking an experience that most people hate doing (going to the dentist) and flipping it into a Silent Hill esque nightmare. Would have liked to explore more of this world - hope you have plans of expanding this and fleshing out the gameplay.Definitely was not expecting the end! Had a feel of 'Severance' with the elevator and will make me think about remembering to brush my teeth twice a day!
One question: what was the hamburger for? Was this to possibly encounter enemies that could hurt the main character? Hope to see more projects from you in the future!
Death by Laser...
I loved the aesthetic of this game - from the 80's style character band of misfits (the nerd, the tough guy, the level-headed one etc) to the story itself, there were certainly a lot of mechanics at play, from a Papers Please aspect, to whack-a-mole and the infamous Laser Tag - this made me feel like I was watching an 80's slasher exploitation film.One question: are there different outcomes dependant on how you play certain games? Can certain characters survive if you (for example: win the airhockey mini-game, win all the rounds of laser tag, etc?) Kinda felt like I got the bad ending on my playthrough, but maybe that's just the way the cookie crumbles sometimes...
Looking forward to Lucas getting revenge in the sequel. Because we know the bad guy always comes back, right?
I had a lot of fun with this - and it seems that with every instalment of the 'Night' series something extra is getting added on.
I particularly enjoyed the storyline between Maria and Antony - his unnerving, blink less eyes made me feel uneasy and I thought he would end up killing Maria...quite a few twists in the plot!My knife did accidentally disappear in this playthrough and I couldn't for the life of me find where it went, so had to restart, but overall I think this was an enthralling, entertaining and blast to play. Can't wait for the next meat truck we'll be operating in the future!
I want to believe.
I had a lot of fun with this - although there are a plethora of Fears to Fathom clones, the 'grey man' angle certainly made it entertaining. I wanted to find out more about the person who owned the house and the ending became adrenaline fuelled! Dave had the best time of his life, spending a weekend in a great place, glugging down the beers and making use of the BBQ - and what little work he actually had to do!Looking forward to the next in the series - hopefully more mechanics at play, a richer narrative and some more brewski drinking...
YOU CAN SEE ME!
A short, but atmospheric game - it ended with me wanting to know more about the creepy meat monster with dapper shoes ;)Brought a unique element to the bog-standard 'take out the trash, eat the food' mechanics seen in plentiful indie horror games, I guess this monster pesters kids because they have a hyper active imagination - and we as the player are undecided whether what they're seeing is actually real. Well, I guess we find out at the end!
An enjoyable short romp!
The probability of survival is...low
Another sterling game by WhieGameIsFalse, False Positive Paradox conjures feelings of isolation, trepidation and loneliness. A solitary astronaut lands on a planet to scavenge materials, but not is all as it seems when he starts getting audio logs on his PDA.It took me about 10 mins to get into the learning curve of the controls and how to find the materials - but that was more down to my stupidity rather than anything else! A great narrative, once again slowly unravelled the further you go. I didn't get the secret ending as I botched the names of the crew, but just adds to the replayability factor and will be diving down into the depths of the acid see to attain it!
Another cracker - Christmas certainly has come early this year!
I mean, the wife could have been a real nagging battle-axe, right?
Blending HP Lovecraft shenanigans with suspense and a certain unease throughout, The Beacon's End may be a short and succinct game, but for having been made in a week it provides a thoroughly enjoyable experience. The task of feeding the old one was starting to get a little repetitive towards the end, and it would have been great to learn more about Samuel and the reasoning behind his actions, maybe through some lore found between 'the offerings,' but kept me engaged throughout. Love to see what future projects bring...Creepy bro is creepy...
The demo for this has a lot of things going right for it - reminded me a lot of the recent 'The Invisible Man,' film where the main protagonist flees from her abusive partner in the opening act. I think there needs to be a bit more weight to the main character and some insights of her trauma - in the first segment we're fleeing from the brother and then he never really gets mentioned again throughout the demo - would have been good after we've unpacked for the day that the main character takes a moment to evaluate what she's doing with her life and how she's moving on.The housemate I felt was a bit of a red-herring - maybe a few more interactions with her before stuff gets gnarly would add more gravitas to the situation - at the end of the day they're both out in the wilderness, right? Perhaps Elise could be more of a survivalist type character, and she knows what happened to Sophie so she's taken on the role to mentor her and build up her confidence...
A bit more lore, a bit more explanation on the family and this could be a great game. Looking forward to seeing more of this.
I would pay monies to play a full length version of this...
The glitches, the messages to Matt, the hilarious ending...this was a refreshing breath of fresh air parodying the likes of Resident Evil and Silent Hill. Just goes to show what can be achieved within a week with the dev crunches ;)You have a new follower in itch-io. Looking forward to future projects.
A job's a job, right? So what if there's a little blood...
I've noticed with Foxxxyy Studio's games the dialogue, pacing, mechanics keep getting better and better. And the rate of which they come out is quite staggering - so looking forward to the next one (will there be a part 2 to Lost Innocence?)
Some notes: I think there should be some dialogue from the player when he starts discovering other items that wouldn't be considered 'trash.' Surely a person in this situation would be wrestling with what they were finding...
Overall, I think there should be more interactivity with the guests themselves. Maybe heighten the tension that someone amongst them may be holding secrets, or encounters to make the player think they have a hidden agenda? The guy on the swing was pretty creepy, but he just disappeared after one interaction? Would like to see him pop up again somewhere.
Really liked the concept here - looking forward to the next shady motel or kebab shop experience!
Below, Rusted Gods has the soviet-era vibe of an Andrei Tarkovsky film, which enthralled me from the start. I wondered why one of the soldier's tags was scratched off, and hope that the soldier's in the full release have more interaction with the operator - putting themes of science vs religion into the mix. Can't wait for the full release!
The story heightens the tension with The Church and the mysterious liquid that seems to have been discovered in the mines. When you download this game you also get a PDF booklet that explains more of the lore, and I for one want to experience more of this world.
Congrats on making a true gem of an indie slow-build body horror game. Definitely going to look out for future projects from you!
- I'm sure this will be explained more in the full release, but the main antagonist never really says anything about the fact that his wife and son are not in the house, yet a woman he clearly dislikes is there. Could he try to ask her where his wife and son are?
- I didn't understand the attic scene - why when he gets the flashlight does he suddenly decide to investigate there? Once again, maybe this is a lead-up that was left out for the demo, but it just seems like a strange decision.
- WHY DO WE HATE MARTHA SO MUCH? WHAT DID SHE DO?
- AI voice-overs really pulled me out of the immersion - if you're a single dev I get it, it's simpler to do that, but hey, I'm willing to lend my voice if it makes the experience more believable. Happy to help in the indie game scene.
Overall, I want to know more about the family and I have a cheeky suspicion that the main character may have being naughty things on his 'business trip' - but the best thing about a demo is leaving the player wanting more. I want to find out more about this.