Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Dec 17, 2019

Recent community posts

Another banger from whilegameisfalse - each new game released from this developer somehow seems to raise the bar with regards to theme, atmosphere and tension - whilst still retaining a unique signature style.

The other games in this developer's catalogue have a rich, vibrant narrative, and 'Indistinguishable' is no different. With complex themes at play, such as AI and the subjective form of art, as well as the things we would do for love, the dialogue/text between Anna and Echo seems real, as a couple that have been going through it and just want things to run smoothly in their lives. It begs the question whether attempting to patch up areas of our relationships leads to further turmoil down the line, but by the end of this you'll have a lot to ponder...

This one had ne guessing - I thought that with the talk of AI our scientist friend Echo had made a cyborg version of himself! Glad that I was wrong in this sentiment, but also when you think of the continual loop of what is really going on, it made me question everything...

The only critique of 'Indistinguishable' is that on several occasions I found myself walking around aimlessly, not quite sure what the next objective was. I've cut these pieces out on my playthrough as it wouldn't serve much in the way of content, however having played a plethora of indie horror games, usually going to have a shower or going to bed seems to propel the player into the next scene, although having to stand in a particular spot for the next line of dialogue to continue or reading a book seemed a little too niche. Don't get me wrong, I like the fact that this game doesn't hold your hand, but if there was an option just to speak to Anna I think this would lessen the walking around. 

Also, I think there could be a sprint mechanic or option to walk just a 'little' bit faster than the prescribed walking speed.

I really think a lot of other indie games could learn from whilegameisfale's slow-burn, dreaded horror that escalates as the game progresses. 


Isn't Richie Tozier a character from Stephen King's "It"?

This is a great prototype - loved the concept of having to go into the mind of the person sitting next to you, but needs a lot of work for it to become something that rises above the rest. 

A few notes:

The radio announcer should have subtitles, as the voice is pretty low compared to everything else. Walking through the woods started to feel a little forced, as there didn't appear to be a clear direction of where to go. Perhaps this part could be filtered with thoughts from Richie's mind, why he did what he did - we are in his subconscious after all, aren't we?

The second sequence could have more puzzle-type elements involved in it, rather than carrying out a few chores, but overall would like to see this expanded upon and have a cohesive storyline behind it, I think this could go far... 

A guy can't even get his dirty undies washed without being bothered by a ghost...

I enjoyed the mechanics at play here - taking a mundane task such as laundry washing but emphasising the realistic nature of adding detergent, the quarters and the dryer, etc. I didn't think the scares were that impactful, and after having played through to the end thought the slow-build could have escalated into a full-blown murder mystery, where the protagonist has to find clues scattered around the laundry in order to get the key to the dumpster. 

More information about the manager could be on the noticeboard, eluding to his creepy nature, but the protagonist has to break into the back room and maybe find a password or play a mini-game in order to access the manager's files?

Another banger from Dace Games, and made in only a week!

Thoroughly enjoyed the escapades of the Park Ranger, utilising some ingenious methods to help rescue two girls from a deranged convict. Got the vibes of the Meryl Streep Thriller 'The River Wild' in this playthrough, and wasn't expecting to actually use the surroundings to be terribly sneaky...

Each instalment from Dace Games gets better - hoping to see Point Click Killer 3 sometime soon...

Taking out the bin at a time.

This is quite a particularly gory one from 616 games, and I love me some giblets. As you can tell from the YouTube thumbnail, my first thought was that Trash Night encapsulated the 80's zaniness of Silent Night, Deadly Night Part 2, with some twists that I genuinely didn't see coming until the last moment. 

Nice changes of perspective throughout - one thing I would note is that the rubbish collection at the start did seem to stretch on for a little longer than maybe required - perhaps the protagonist could be complaining about his job during this time and commenting on how much he wants to be a photographer?

Creepy vibes - looking forward to the next one!

Carcass is indeed a very unique, experimental horror experience. 

From the outset, the player is thrown into an ethereal world set in an apocalyptic wasteland. After having played the game, I was left wondering what would be occurring on the 'topside' world level, and what other fascinating characters could be implemented in a potential sequel.  I found the weird characters highly entertaining - where most would see the Witch as a tyrannical overlord I found her the player's salvation...but that could just be my twisted look on the situation!

The mechanic of having to dissect the bodies and consume the flesh was bordering on a repetitive streak after a few goes, and although the Kafka-esque 'bug collecting' was a welcoming break from that, I think to truly set this game a bar above other games of this ilk would ideally have the player interact with other mechanics too. Maybe after the first inoculation of the prisoner and 'yum yum brain juice' has been collected, the player could have other tasks to perform in the underground facility?

A highly entertaining game, and looking forward to seeing more like this in the future. Keep it weird. Keep it creepy. 

I thoroughly enjoyed Night Bus. In my playthrough, I managed to get 4 out of the possible 5 endings - didn't realise that the fuel gauge was actually the sanity meter!

Acerola should definitely show up in future games - that cat's got a bright future ahead! Really enjoyed the role of the bus driver, and the gadgets and gizmos that the bus offered. There's a certain hypnotic satisfaction with picking up passengers and letting them off at the right stops... 

Some notes: 

For me personally, the scares were a little diluted. Could have created more lore with the passengers giving the driver some exposition about the cursed bus/route or the ONE THAT CANNOT BE NAMED. Overall though, a fun game with some interesting ideas.

Chapter 1 definitely set the 'Saw'-esque premise, with an engaging story and simmering tension throughout. I particularly enjoyed the Alice in Wonderland/Through the Looking Glass references and that you were constantly being watched...

The first part of 'The Torture House' sets up the scene quite nicely and subverts your expectations of the 'gotcha' moments seen throughout these types of games. When the masked killer appears it genuinely startled me. I thought the puzzle mechanics on show were quite well thought out and had me guessing where someone was about to pop out. 

Only notes I could suggest for Chapter Two: make the save points check points instead, as this dilutes the growing dread. 

Great game - can't wait for the next instalment!  

Teen campers get more than they bargained for when they decide to set up camp in a forest somewhere in Ohio. 

Really enjoyed the premise of this, and eagerly anticipating the next chapter in the series. Will we find out about the spooky house that we saw from the cliff-face? Is James hiding something from the rest of the group? Will we see the racoon again!?!? Too many questions to contemplate. 

There's an eerie build-up straight from the beginning when the teenagers set up camp. Sound design and ambient soundtrack immerse the player and set them on edge. Was under a constant feeling of being watched...

Dialogue between the characters seems real and authentic - does James have the hots for Melissa and is he hiding something? He wanted to sleep in the car and was missing when everything seemed to be going wrong...

Cute racoon is cute - is it possible to feed the hotdogs to him? I realised after my playthrough that I didn't equip the hot dogs in my 'hands' so to speak, so was wondering...

Hopefully future episodes will have more puzzle solving and we learn more about the mysterious house from the cliff-side. Enjoyed this one immensely!

The Haunted Journey Home has similar mechanics and feel to the early 'Fears to Fathom' games, and in this instance there's a few jump scares and tension building that leads to an unexpected ending. 

A few notes on my playthrough:

  • I think the dialogue options are little superfluous; when the diner owner asks about payment does it really matter if you have the cash or not? Could have more replayability if choices matter throughout the gameplay...
  • Enjoyed the text messages from the father - think there should have been more conversation between the son and father to heighten tension.
  • Was the pizza guy someone who worked at the diner? 
  • Where does Aiden work? How long does it take for him to get to and back from work each day?!?

Enjoyed the game - looking forward to the next one!  

Well, that was truly something. To be made only in 14 days and have so many mechanics, immersion and replayability really shows your skill when it comes to a quick-fire indie horror. 

I particularly liked the whole aesthetic, with the gameshow aspect - reminds me of the upcoming horror film 'Late Night With The Devil.' The mini-games were a welcome touch, as was the palpable sense of unease as each round began. I thought I was a goner after my 'moralistic' choice was made and Sarah wasn't my best friend anymore...

I didn't have much time to go through other scenarios, and having read some of the other comments I doubt I would have got all the endings! In any case, I definitely think there could be scope more more rounds, other contestants and endings. Loved the trivia section.

Best of luck with the gamejam - definitely a worthy contender!

As soon as I saw the "non-jump scare" quotation marks I knew this was a lie. 

I thoroughly enjoyed the concept and execution of Abyssal Reflections - in a small underwater research facility three men with questionable backgrounds are gathering samples (presumably) from the ocean floor. You play as a service droid that cleans up after the men over the course of several weeks. Each man has their own attitude to the robot (who I called Bob in my playthrough) and things start to take a drastic turn for the worse when they collect a sample called NL-X...

Some notes:

I would have loved to spend more time interacting with the three men - to create more empathy and connections with them. I think this has a great concept and could be expanded on with some time to get to know each men - why does Thomas have such a grudge against the robot? Richard is wary of everyone but he could come out of his shell a bit later on...I think another couple of 'scenes' may have been required - when things start to go off the deep end it escalates quite quickly. 

There was a door that didn't seem to open - are there multiple endings to the game dependant on certain choices made?

I soft-locked in the 'robot charging station' and had to restart that particular week. May need to see if this can be fixed if other people are experiencing the same encounter. 

Spoiler: Why did the robot attack one of the men? I was left with some questions regarding that.

Overall - a great concept that harkens back to some of the great sci-fi films of the 80's, mixed with a thoughtful and poignant ending...

616 games have a flair for juxtaposing 80's slasher gore with some wildly hilarious dialogue, and MEAT is no different. If you're squeamish about the subject matter than you'd better get back on your vegan farm, because this game doesn't hold back! Kind of like a Sweeny Todd soufflé, mixed with a sprinkling of Texas Chainsaw Massacre...

A fun little run, with some memorable characters. You can take that to the bank...BROTHER!

Although the storyline takes main precedent here, and it's pretty solid as it stands, a few suggestions for possible future scenarios:

  • A cool mechanic would have had Jerry search the local area for unwilling victims for the restaurant - with the threat of being caught by the police. It was a nice transition from the restaurant area to the trailer park, so a few more instances of this would have been nice.
  • Variable endings dependant on whether you decided to let some of the customers live? Or an 'Overcooked' type element where a timed section serving customers gives you a rating, then a different ending?

Had a lot of fun with this one!

The concept of the game reminded me of the 2000 film 'The Cell' with Jennifer Lopez, where we enter the mind of someone to extract information - in this demo we see that instead of the killer we traverse the ethereal plain of one of the killer's victims, #37...

A few notes from my playthrough - I hope all the critique helps develop for the final release:

1. I believe the first chapter requires more tension and narrative, to ease the player into their surroundings. Apart from the initial exposition at the beginning, there's little information presented to the player in order to ascertain where we are, what we're doing and why we're doing it. At first I thought we were in Vera's office, which confused me as I didn't know if we were already in the victim's head or not. The phone call explains that we are, but I think it would help if #37 left notes directed explicitly at Vera - maybe with her gift you could explain this by them sharing a connection to find the killer's identity?

Following that, I think that we should really get to know more about the victim herself. I really loved the segment with the piano and this was starting to showcase her life - the player needs to empathise with her if we care about solving her murder. There should be more instances of this. 

2. The jump scares didn't really resonate with me, unfortunately. I think this game could benefit with creating an eerie tension, rather than multiple jump 'gotcha' moments on display. One is fine, possibly with the woman coming towards the player when they open the door, but the others seem a little too forced. They seem a little all over the place, too - what's with the inflatable clowns? 

3. Although I suck at platforming sections, I think bringing in the mechanic nicely balances the chapters out - although I don't think a 'potion' is required, just let the player jump from the get-go. 

4. Don't think you need a stamina bar presented in the top-left of the screen. The player will know when they can't run anymore, no?


Think you've got a cool concept on your hands, just needs a little polishing here and there. Good job! 

The creatures from the beautiful they sing...

Another short and sweet banger from Dace Games, following in the wake of Point, Click, Killer Part 2 - you can really see a signature style forming with these point 'n click adventure games, from the atmospheric music to the beautifully rendered pixel art. 

This was made for the PowerJam Game Jam, so not as long as previous projects, but I'm a fan so wanted to spread the love. 

If this was developed into a fuller scenario, it would be interesting to see how the rest of the crew interact with our main protagonist - especially Stan. Poor, poor Stan. This could encompass all the deep sea shenanigans of Sphere, The Abyss and 2,000 Leagues Under The Sea. Man, I would love to see a full game with these astecthics.   

Now, more importantly...WHERE IS POINT, CLICK, KILLER 3?

All the best with the jam - can't wait for the next one!

No problem at all - I always try to give fair critique to the games I play, and I'm always in awe of the time/dedication it takes to create them, in a lot of ways it's a collaboration between the designer and the consumer at the end of the day. Which can only lead to great things. At least I know now that the door was a glitch, and not my mind playing insidious tricks with me - as someone who used to do QA for a 'leading' game developer there's always going to be bugs in a release, so no problem there, either. If you're a one-person team then all hats off to you, you're doing a terrific job and may you continue with it. Great sense of putting tension/feel/atmospherics in the process. 

With regards to the mouse sensitivity, I'm just one person - see if anyone else feels the same way and take the statistics for your decision, although including it wouldn't hurt ya ;) 

Understand the need for having an alternative button - maybe there could be a poster in the carriage that 'without breaking the fourth wall' ;) lets the user know this without having to look at the menu screen? The more intuitive a feature, the better the result. But maybe I'm just a little dim when it comes to these things, as has already been pointed out to me in the video there was a gun underneath a chair and I didn't see it at all!

This one had a real interesting concept, and I was thoroughly impressed with the blurb on the developer page - although I got stumped a few times and had to backtrack/examine everything in each carriage. It's a slow build from flickering lights to the announcer on the PA system relaying information to the character, and by the time passengers start turning up with their pixelated faces the eeriness of the situation starts to crawl over you. 

Not entirely sure if I encountered a bug with the TV - my assumption is that when you turn it on there should be a puzzle clue or something to help you progress, but wasn't able to see this? Could just be my setup - but I couldn't get through a certain door and after attempting a few things (one involving a severed arm) I was still unable to proceed. 


  • Great graphical realism, encompassing the bodycam mechanic
  • Slow build into increasing trepidation and horror. 
  • Keeps the player engaged to find out more about what really happened


  • I couldn't seem to find a mouse sensitivity function in the menu - think controlling the character is very floaty.
  • Not sure if I was just stumped or a bug, but couldn't progress through one of the doors 
  • Middle mouse button as another 'interactive' button was initially confusing to learn - why not make 'E' the function for interacting with objects in the gameworld?

Would like to see how this one ends, so will be enjoying others on their playthroughs!

Valentine's Day. 

You've just started seeing someone, and the day is fraught with peril. Say your courtship began less than a month ago: is sending a card a bit full-on? What about chocolates? What if you ignored it completely, thinking it's all a bit wishy-washy...only to discover your new partner bought you a 5kg Cupid-shaped diamond ring in a presentation box made of compressed rose petals? There's too much pressure on a day like today. Better just stick to a nice restaurant that will see mugs like you enter and charge you through the nose for some salmon. 

With multiple endings, Samantha gives you a unique dating experience that can end in your misfortune or your lucky escape. The voice acting is really good, the trepidation of upsetting Samantha is REAL and if you want to simp hard, you go for it soy boy, you simp hard. 

Word of advice: Samantha LOVES a whole turkey.

Great game - would have spent more time on finding all the endings but unfortunately my partner barged in halfway through recording and told me she was leaving me. And that my farts smelt like chicken.

Ah, Valentine's Day.  

All of Emika's games are truly immersive experiences, setting up jump scares, eerie atmospheres and disturbing presences with aplomb - I'm Counting To Six is no different. Hats off to the sound design with this one, from the squelching of mud underneath the foot in the first segment, to the creaky floorboards, clapping hands and other ghastly noises and sounds, the player really gets the feeling they're in a dilapidated house with spooky shenanigans happening around them. 

Emika games are fast becoming a solid independent horror game developer, and I can't wait for their next instalment. 

The only criticism for 'I'm Counting to Six,' would be the convoluted plot - I wasn't entirely sure if the boy was the witch's son, if they had kidnapped children when they grew up as the townsfolk were responsible for her death, etc - but apart from that everything else was on top notch form.    

A great premise, with 80's nostalgic atmosphere, characters that you care about (even in the short space of time within the demo) and some great mechanics to boot. 

Flipping between characters is a great touch, as you learn the layout of the cinema with Nika, and then get some dread with the hobo. Switching things up a notch with serving customers tickets and snacks is a great way to immerse the player into the world and there's some great costumes to see in the process! As every great demo should, this leaves you wanting more for the final product and I can't wait to see the full game shine in all its glory. Well done TaintedPact Games, you've got yourselves a modern day indie horror classic in the works here...


  • Great VO acting - immersing you into the world of the Mirage with the different characters. Attention to detail with the film posters and day-to-day jobs within working at a movie theatre is a nice touch. Hopefully we'll get more mechanics like that in the final game. 
  • Truly imaginative 80's horror nostalgia, with an antagonistic jester that seems to be stalking the victims. This guy made me think of Art the clown from the Terrifier films...wonder if we'll need to avoid/fight this guy and how that will turn out.


  • Not a con as such, but maybe an area that could be improved: when serving the customers as Billy I think you could do a mini version of 'Papers, please' where you get to decide who is admitted to the Mirage based on age/drunkenness/oddball behaviour, etc. Similarly, Nika should have to restock the foodstuff or have a time limit to serve the customers to increase the level of tension for this section.
  • Why you gotta do Eric dirty like that? 

Had a blast playing this and will definitely be doing a full playthrough when Massacre At The Mirage is released. Nice work!

The premise of 'Myst of Guatemala' is an interesting concept; following experiments conducted by the US government on poor unsuspecting victims, and the eerie atmospheric 'haunted house on the hill' trope is played well here to begin with, but this is marred by a few too many 'jump scare gotcha' moments that don't really land. 

The opening cinematic is slick and polished, getting the player into the right frame of mind, even though the text flies by too quickly.  

I think if all the doll creatures/weird rabbit thing coming up from the ground at the entrance to the basement/spooky maid girl/skeletons placed haphazardly around the starting segment were scaled down to elevate tension and the lore of the experiments was touched on more, this would invest the player's into the world a lot more. The AI voice of the main protagonist is quite wooden and brings the payer out of the scene...

The study room section was by far the strongest chapter - the puzzle solving and hiding elements were synced well, but think this was another opportunity where the player could have found out more about the experiments.


  • Great sound design - the lightning, floorboard creaking, basement noises all combine for an unsettling experience
  • Opening cinematic and subsequent theme is interesting and hopefully this is expanded further in the main game
  • Puzzle mechanics including melting wax of the picture and hiding mechanics are a great compliment to what can achieved in Yahaha studio 


  • Text flies by too quickly in opening cinematic - needs to be slowed down so the player can become immersed in the experience
  • Too many goofy jumpscares using assets found in other games
  • AI voice of main protagonist is too stilted and robotic.

Enjoyed the concept behind FRS: The Pilot, from the eerie start walking through the woods, to the ominous, nightmarish looping Quick'N'Go and then the firewatch tower, looking forward to seeing more from this series. The forest section had a creepypasta/Blair Witch vibe going on, then the looping convenience gas stop reminded me of Wayward Pines/Twin Peaks/Here. Finally the end section made me think of Fears To Fathom: Ironbark Lookout - and you even get to drive! Lots of things happening in this pilot episode, so eager to find out more. 


  • Great voice acting - enjoyed listening to Mike Stone on the radio and would love to hear more from the DJ in subsequent episodes.
  • Got to admit - the jump scare got me. Wasn't expecting it - really good job of building tension and subverting this particular player's expectations. 
  • Feel that there's a grander, larger story boiling to the surface, and intrigued to find out where this is going. Great astecthics and even though it's a fairly short playthrough, it packs in a great deal for the player to absorb.


  • More nit-picking than anything else, but would have loved some puzzle/interaction mechanic for the ranger - the gas stop section (although eerie) felt a little hollow with regards to actually doing anything. He stopped in there to get supplies, but we didn't actually leave with anything. Perhaps the car could be on its last legs and the ranger needs to repair it before he leaves? Or maybe he needs to get something for the mysterious Dale Cooper character?
  • Ended too abruptly. God damn it I want more!

Eagerly anticipating this report to be submitted to the FRS. :)

It's a great thing to see when devs take the comments to strengthen their work. Nicely done Old Men :)

Jack is a strong name - just look at the powerhouses of Jack Nicholson, Jack Reacher, Jack Palance and Jack(ie) Chan. 

I enjoyed the premise of Dead Faces, with the chapters of the four characters located in the rooms of the apartment. Attention to detail with being able to pick up pretty much every item was noted, and could have spent an hour just looking at the books in the bookshelf for some hidden easter eggs. (Metallica!) Intrigued to find out more about Jack and how he has (maybe) hurt the other four characters in the game. Got caught with a jump scare in the above play-though, but thought the Tall Man was a little goofy and felt like he wanted to give me some cookies or just play with me. Looking forward to the full release - just saw the update so roll on February!


  • Great atmosphere and left me wanting to find out more
  • Attention to detail with all the objects in the game and how you can interact with them is impressive. Bar above most games of this genre.
  • Sound design/foley work is eerie and keeps the player listening for clues, etc.


  • Could just be for this prologue demo, but thought the amount of jump scares was starting to be thrown around a little willy nilly.
  • Seems to be a lot of time of being stuck in the rooms with the forcefields without anything happening - would reduce the time for pacing/flow issues.
  • Would make the Tall Man a little more threatening...

Overall looking forward to the final product!

I enjoyed the general concept of the game, especially with the dry, sardonic humour - made me think of The Stanley Parable upon the first night. The mechanics at play are relatively easy to grasp yet if you allow the time to dwindle you'll be deader than the Dodo. 

Upon the second night I thought introducing the power outages was a good indication of ramping up the tension and the need to do more within the time constraints - however I have to ask: is this a completed game? On the third night I was expecting the HR guy to offer some new advice, but he was suspiciously missing...

Then, when the 'endless' prompt came up I felt that there wasn't else much left to do, unless I missed something? Could be a good metaphor for the 'working 9-5' life, which is an endless grind, but I expected something a bit more 'final' - i.e. the creature we were growing in the tube to be released or something to that affect. Realised this was made in 5 days and commend the devs for the mechanics at play, but overall felt this was an unfinished product? Would like to see more of this, as I feel it has legs.  

A very intriguing and white knuckle ride of an experience!  The early parts bring an ominous, dread-like feeling to the proceedings, followed by a non-stop, galvanised race to the finish!

Although you primarily feel safe in the car, there are aspects throughout 'Drive me to Hell' that make you question this - from the spectres that haunt the driver to the rampaging car-beast monster that pursues you towards the end - a very enjoyable and original indie game. 

I especially liked the subtext within with the family in the diner and the resulting endgame. 

Looking forward to seeing more of this! 

No problem at all - try to help out where I can :) Ah three ways - I have a sneaking suspicion what the other outcomes would be...but I'll let other players find them! Good to see I found the best one though! Look forward to seeing what the future holds for this...

Very intriguing concept, in the vein of 'Dark Seed,' 'Harvester,' and 'I Have No Mouth and I must Scream' - loved the gritty, dark style to the bunker that we found ourselves in. Anything that combines a Fallout environment with hints of Geiger's biomechanical genre gets a thumbs up from me. For a demo this really encapsulated the whole 'leave 'em wanting more' and this certainly did that. 

I have the sense that there were items/areas that I could have accessed if I tinkered around a little more (i.e. know I could have shot the woman on the gurney or likely killed her with the machine) so enjoyed that there were likely multiple pathways this could take. Excited to see how this plays out. 

A few notes:

  • Although the AI voice for the robotic male (X-51?) the woman on the gurney and the strange lady inside our head were fine, I don't think this works overall for the main protagonist. In some parts she sounds fine, but there's just a lilt to certain sentences that AI still requires work on. For a full version I would either get someone to voice her as currently I felt a disconnect as I was playing the character. 
  • Really enjoyed the potential for multiple pathways in this demo - maybe X-51 at the end could have assessed my actions and told me a few nuggets of information as to what other outcomes I may have encountered. Guess that takes out the replayability factor but just a thought.

Loved the pixel-art style going on here - well done! Looking forward to further progression with this one!

Blasting into 2024 with a PUMP ACTION SHOTGUN BABY!

Buckshot Roulette is a tense, fast-paced twist on the Russian Roulette game, loved the aesthetic and style, along with the supplies that are randomly generated for each round. Learning curve took a few turns, especially with the different supplies and how they work but overall this was a great game and hope this gets the love it deserves :)

Nothing better than summoning St. Nick on Christmas Eve :)

I enjoyed the perspective change - as soon as Gunter tells you to wake up you know you're not in a normal environment. I would have liked to discover more about the household and my fellow 'tenants' but it just added to the odd, curious ambiguity of the game. 

The art style in particular reminded me of games of your like X111 - the shading/texture gave the whole ambience a dark, otherworldly vibe. 

Merry Christmas!

Act 2.

Bigger, better, stronger, faster. 

Really glad to see the second act of this point n' click hit so soon after the first one - and can't wait for Act 3! In the second part of this series, we get to see more of Point Click, whilst investigating the atrocious events from the first game. I really enjoyed taking on the role of Detective Clarke, visiting locations in town, and seeing 'Vanessa' pop up in several of the areas...

Would love to see more of the residents of Point Click as the area opens up to the player - this town could really have a 'Twin Peaks' vibe going on, but really enjoy the universe that's being created here. The artwork is especially something to mention and 

A few critique notes that would be great to see in future instalments:

  • Think the map should have highlighted places of interest for the player once they have been opened up - whether the houses are highlighted or a tooltip that allows the player to see exactly where they need to go would help 'pixel hunting' escapades. Might even be great to have locations that don't offer any 'clues' to the player but creates additional lore to the town?
  • Great to see an inventory system as the first act didn't really have this - but was a little perplexed as to why the detective couldn't use his toolkit? Would have been awesome to conduct some analysis at the crime scene or use the toolkit for a puzzle or two.
  • Speaking about puzzles, think there could be more elaborate scope with this: the numbers for the code could have been found by the player rather than the detective saying it to them; could have used a mechanic with the toolkit in a location, etc. 

But these are minor quibbles to an otherwise glorious game. Hope we get to find out more in the third act!

This was such a treat for the festive period! The cartoony visuals belie a more sinister undertone, with a Lovecraftian, cosmic horror vibe playing throughout. I particularly enjoyed the different perspectives from the family and the lore.

Especially liked the way the music would go from plinky-plonky Christmas Hallmark channel to silence...apart from the whispering. 

Great mechanics with the rolling of the snowball resulting in a few 'eh...what's happened here!?' moments - a few tense scenes and a chase segment at the end. Congratulations of making this within a 3 week time period - it's really polished and deserves a lot of recognition. Would love to see an expansion on this - focusing on the family now that Martha knows the family secret. 

Hope to see more of this!

Enjoyed the tense build up - muted tones of colour definitely added to the vibe and the ambient soundtrack in the background heightened the sense of dread. A few people have commented on the floaty-like controls but I didn't have a problem with this. Made more sense once you obtained the flashlight.

Would like to see this expanded as a fully realised product - would have liked to know more about the family and their relationships with one another. An opportunity for this would have been the sister's diary, perhaps? Could add more to the lore and give the player a little hint of things to come? Got the feeling that after the encounter in the basement things were getting wrapped up pretty fast. 

The only two critiques that jarred for me: when initially playing didn't feel that the CS sound byte was in keeping with the rest of the atmosphere. Upon reflection, I guess this would make sense if Dan was an avid gamer and this was a factor for his situation, and hence the decision he made at the end. But as a player I didn't have the information to begin with so was a little confused. If this was meant for comedic value it went over my head.

Horror games/films have the potential to be a powerful focus of public dialogue and education around the realities of mental health and madness. There are many examples to celebrate, and many more to critique and challenge. The ending title card seemed a little too throwaway for me, but nonetheless you've made a succinct and scary game!

Thought this was an intriguing concept - a new 'slice' in the 'staying late at night at the convenience store' genre, so to speak. The pizza making mechanic was generally fun and I even got jumped because of it. Voice over work was great and I felt immersed in the environment. Hope to see a full length version of this in the future. 

Not sure if it was just me but I came across a potentially game stopping bug? If I put the pizza in the clay oven over the recommended temperature and it burnt the pizza seemed to stick to the peeler? Couldn't seem to dispose of it in the bin and then wasn't able to complete the order?   

Just in time for the holiday season! 

Googly-guns, snowball fights, presents, building a snowman and a special returning character - this one has it all! Although more of a filler in-between the next main chapter, this was a delight to play through. I can't begin to gush over how much I love the baby in yellow and get enthralled with every new release. 

The baby in Yellow's last chapter was the biggest and most expansive by far, so looking forward to the next instalment to see what happens to the demonic baby, the little cat and hopefully Newt makes a welcome return (pls bring back Newt...please!)

There's something just so satisfying about picking up the demonic baby and throwing him around like a ragdoll (in my playthrough I felt guilty for leaving him in the water feature in the garden though) - it's this particular attachment/Stockholm syndrome feeling/guilt that resonates with the player and ensures you're emotionally invested. Who is the plague doctor and will the demonic one take over the world?

Enjoyed the premise of this game - from the setting of the hotel to the PT inspired hospital hallways, it definitely felt that Kate was on a journey of redemption, filled with guilt. 

Had the feeling that the painting had some relevance to the overall plot but couldn't figure it out - the fact that it was the first thing she looked at and said it made her feel calm and then it turned up again in the hospital made me think that it had something to do with Kate's sister. 

Think I flubbed the ending in that I should have explored inside the bathroom before I went over to the table, but otherwise really liked the conept.

Just in time for the holidays (GOBBLE GOBBLE) - Happy Thanksgiving!

Enjoyed the narrative voice in the head that led to certain things occurring in Christopher's view (i.e. the flashlight turning off) and there was always a sense that the Turkey monster would appear from one of those portal/manhole covers scattered around. 

I have to admit, I enjoyed this one more than Insomnis Experiment, but looking forward to the output of originality and content you're creating - is there going to be a Christmas inspired game out next? ;)

Voice over work was really smooth and slick, there was a palpable feeling of something just about to happen when you found another item on the shelf...

Only one thing that I noticed on the playthrough - when the head voice is saying that there are footsteps approaching I could hear certain footsteps and then a sound that seemed out of sync? (sound happens at 05:18 in my playthrough) Not sure if this was an intentional sound effect or like a glitch that's meant to be happening in Christopher's brain?

Keep 'em coming though! Great stuff!

Crikey, Bruce - you've done yourself a mischief there, my old corker.

This was everything I needed to indulge the 'ol 80's John Carpenter, sytnhwave Resident Evil vibe. 

Thoroughly enjoyed the 'terrible acting' and setting, love the cover artwork and am really excited for the full length game when it lands. Resident Evil/Silent Hill mechanics at play brought me back to simpler times when it took a clip full of bullets to down a zombie. Like the lore that's at play too - why do they have logs for heads? All very mysterious and ominous. 

Few notes: Melee combat is a little clunky, but I guess that's intentional - with one zombie you can strafe and come back for another hit, but when you have about five of them on the screen it gets a little tense. With such a large open space I was expecting to find other things like notes and whatnot, just to give a little more exposition to the surroundings. The enemies were quite varied but looked all a little too unique for the scenario? Silver surfer zombie and then a guy with what looked like a renaissance style helmet felt a little misplaced, but if the story defines them then so be it. 

Would love to have a spin off with Gazza and Shazza - loved the humour, loved the aesthetic and looking forward to the full game upon release. May even go back and try the other character for a run through... 

Ah, I must have missed the sound cue - thanks for that. Hope to see more of your versions tackling the creepy pasta stories!

Lovely to see an indie game based on the infamous creepypasta, with some great voice over acting work involved. Was a good starting block for people that may not be aware of the original creepypasta Sleep Experiment story. 

The tension building via the audio logs kept me engaged, however a few pieces of feedback from this player:

Think there should be a sound cue to let the player know that doors have opened - on the first occasion I was lucky enough to see the door had opened, but the second door spent time going back and forth looking for something that had changed. There is a possibility that this was the case, but I didn't hear it!

Some context with regards to who the player is controlling - was I a researcher? Someone that had heard of the legend and was investigating the facility? A bit of character narrative would have been more engrossing for the player.

Enjoyed the ominous atmosphere, especially when entering the locker and appearing in the room itself, but ultimately felt like this was a prologue just getting started for the player. Keep up the good work though and look forward to the next creepypasta rendition!