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nebulawriting

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A member registered Aug 20, 2025 · View creator page →

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I built an army of knights to go out and collect my gold. it was visually pleasing watching everyone jut out to their goblin. If there are games with long loading screens this would be a fun mini-game to pass the time

Yeah I spent a lot of time on the fight mechanics then had to go through and write everything. It was a lot of work and had to condense and cut. I had intended to have the other characters accompany you on different quests so you could get more interaction for them (something I'll add later). Ran out of time when it came to most visual assets unfortunately. I should have created the locations/character components and it would have easily duplicated but I didn't do that and now have to individually add to each scene. I'm really glad you encountered the scribe scene after coming across Leopold. It definitely added more weight to the story and the character you play. 

I recorded a reaction video to the game and can post it to your game page if you'd like. Will edit out most of the dead air and the feedback I provided is the for the most part the same as in the video.

Great interactive fiction game. It was descriptive, immersive, had plenty of cultural knowledge (locations, food, folklore), and intriguing. There was plenty of music for nearly every section. Characters were well-written, and at some moments had emotional weight. You rewarded the player with hidden gems when they decided to explore around. My only criticism is that I felt very uncultured and was unaware of some of the options that were being provided. This could be fixed through offering a 'lay-up' possibly when they first arrive in the country. For instance, "I could ask about the feared sea maidens 'Rusalka' or the protectors of the forests. I didn't know what Musaba was and saw it was a food dish but it turned out to be a site for art murals. The story is told from someone knowledgeable of these places/folklore/locations but most players won't know it. Another thing I wanted to mention is that the game has a tricky balance in design like having indicators of what choices will lead us to learn more about our own lineage vs exploring places. I was under the impression that each place could potentially give us breadcrumbs of our own ancestry. The spirals in the journal which matched the symbols on the dress in that one village was interesting and well placed. I wish there were more things from the diary which have clued us into which options might yield some more information about the fae or could possibly activate the necklace. With that being said you did reward us with hidden gems as we learned more about folklore from around the world which i found very intriguing. Overall it was a well developed story that provided us with many dialogue options.   

I plan on giving it a second playthrough to test out the branching. but initial thoughts are that I was confused by the names/nicknames at the start of the game. It wasn't clear to me it was Katarina (Kitty) and Liotta (Lili). I laughed out loud when they discovered the little clown doll which I had initially guessed was the host. Hopefully it makes a reappearance later in the game. It would be funny if one of the games was a hide and seek with the doll. I was hoping to see more teamwork/communication with Kitty when it came to the word games (which were difficult for me after the first round though I managed to succeed and I celebrated hah). I felt like when it comes to a situation like that her partner could offer up a guess, and it could test whether you agree with her or not. Like it's an opportunity for tension and could be a consequential thing when it comes to Giuseppe's scoreboard later on. When they were tossed about I chose to abandon Kitty. But didn't see that it worked against me on the scoreboard. I was like "Oh no!" When he was going to show things we did. It would have looked awful if he revealed footage of me booking it instead of seeking her. Perhaps sprinkle in more opportunities like that . That would play into the test of love. I'm curious what Lili had meant to tell Kitty before she was distracted. I can sense she's non-committal I wonder if it would have come out had I chose to not pick the "let's finish this together" option at the end.  Having Giuseppe's point of view was interesting and I was hoping to learn more about his circumstance with Agnes. Overall that portion gave me beetlejuice vibes. Overall I felt that there was plenty of content here and the setting of a funhouse was an interesting and unique take. Best of luck and hope to see updates in the future if you choose to progress with this game.  

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I am attempting to post indie game reviews on my youtube page. I recorded my reaction and was wondering if it would be okay to post it on the game page. 

I wasn't able to get to floor b. I don't know if that was the intention or if I was missing something. The game froze up when I pressed spacebar during dialogue. I viewed the diagram on the top floor and was wondering if that was part of another puzzle. But yeah if possible I'd like help getting to the end.

I'd like a solution because I didn't get past that part. 

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It's neat that you added a drawing function (though I am terrible even with a mouse). Like how others have said it would be interesting if there was some kind of memory mechanic where you had to submit certain features. Maybe get some kind of achievements or points for documenting it correctly. I know all games don't require a story but maybe you are fishing with a friend and there could be some light commentary. Like "oh I remember this guy, such and such bragged about catching one the other day." Or if it's too small something about having to toss it in. Maybe there's a timer for some friendly competition with someone else. But then again I feel like this game has more of a chill rather than competitive vibe. The fishing line could only reach half way up the water. maybe you could add more range. Thanks for submitting

I was hoping the art would generate some kind of money (I know it's tough turning a creative hobby into a money maker).  I think my second play through i realized the art pumped out quicker the more I moved the brush hah. I did my best to make as many art pieces as possible. I think the voice of doubt was interesting. But I was hoping that if you tried hard enough squeezing in art there would eventually be a breakaway point. Like the art was the plan b to the plan b of all the other jobs. Maybe for future development the player could start making more and more money with their artwork. Like a clearing in a storm. Overall it was a sad realization how little time we have in a day. And with increasing costs in life it eventually became unsustainable. I enjoyed the thoughtful approach towards the different scenes and my favorite minigame was the leaves section. least favorite was the baggage hah 

I noticed that there was a broken link if the player chose to not chase after Leopold in the fishing scene. It should work now. 

This game has lots of potential. The art design was cool. I wasn't able to read the text fast enough. It look well written. Could add more of a delay or have text continue with spacebar or mouseclick

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There was a broken link at the beginning. When picking a mushroom. I was able to fix it. There was another broken link in the fishing scene if you chose to let Leopold go the game didn't continue. 

I enjoyed the music. Thanks for submitting 

I wish there was more to the game. The design for the evil character is hilarious and reminds me of Team America. 

I added your LinkedIn but will message you on discord

I failed to warn her about scammers and the guilt carried over toward the end where I thought her message would be that she was panicking because she had lost a ton of money. Though it didn't happen I was relieved but the guilt still lingered even after the game finished. The phone sound was a little loud for me at the start. 

I really enjoyed the writing! Hilarious perspective. You didn't hold back and the storytelling was fluid. I did get stuck mid-way through after surviving the barbarian and kept getting killed by the archer. I was immersed in the game but I think I was was like in a loop trying different options. Everything else seemed like 2-3 choices till success. But for whatever reason the scrying part confused me. There aren't many humor writers so it's cool that your story made me laugh. I've got some fun scenes in my submission. I also like DnD and I'm thinking about creating an Adventure RPG. Could collab if you're interested.  

Thank you for playing and for the kind words! Yeah it was our first time using Arcweave. I agree with you with arrangement of the choices. I currently don't know how to arrange them so going to a separate room isn't by "examine" selections. I could tweak it so that the entrance to a room is separate altogether. I've also been working on reducing the selections once it has been thoroughly examined. I got it to work with the Ammo container in the Armory so that players couldn't just stock up with unlimited ammo.  Glad the walk through helped!  

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Thank you for playing! I was fortunate to have connected with two other writers right before the start of the jam. Which in most short jams might have been difficult but this jam was more story-focused than programming/art. We were all firing on all cylinders, with each section of the ship divided up for each writer. 

Yep, stay tuned for the post-jam version! I've added some additional content. Will probably post a revised version next week. It's also got some fun potential for a prequel (Jaeger Base) and maybe epilogue content? (tracking down Tommy and exposure of the CEO's corrupt financial records).    

I continuously failed on all my rolls. Which probably caused me to have a super roll at the end. I enjoyed the images of the airship going through the mountains. I've actually worked a short story with a similar premise. Glad to see someone use the dice rolling mechanic.  

I think the writing was compelling. It moved the reader into getting into the mindset of the creeping control and expectation others have of the athlete and blurred the lines of how much the person really had a say in what they wanted to do versus everyone else around them. Especially when you become something like Olympian material, the harder it becomes to choose a different path. Your destiny is decided, while others are given the freedom and flexibility of changing their minds with no backlash. 

I appreciate the different choices. I ended up falling down the bridge railing. It would have been nice if it was longer with more obstacles. Or maybe your brother appears later after helping you get to the peak at different times. I think it was a touching story 

Was interesting to see that some types of individuals can be difficult to communicate with

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I didn't think epic music matched the tone and it kind of jumps at you. It seemed a bit heavy for a confessional. Though the piano song at the end was pleasant. When played out of the browser I couldn't view the dialogue options and when in full screen some options covered the center text. 

The eye personally gave me a good chuckle. To be in the confessional box and the Priest say "I know what you are!" hah. Through story-wise it is interesting to see how someone could be earnest vs. not putting in effort. 

The five year jumps and the beard growing was a nice artistic touch but I wonder if you could show dark hair turning white. Obviously we only had 72 hours to complete this and the artwork was cool.  

I appreciate the very detailed and helpful feedback.  We'll be fine tuning the design/pacing of the game after the jam. Hope you come back for the future version! 

Clever use of light as a game mechanic. 

I really enjoyed the music and good use of sound effects. 

Hello GhostFlake could you check out the game in my profile? we completed it during a recent game jam and sounds similar to what you were wanting to do. 

I enjoyed the creative narrative design, the choice of music (though for the length of the story I think there could have been at least one more song). The story felt immersive, and it was tragic following the character's downward spiral. The writing was strong and kept my interest. I especially enjoyed the apartment scene and felt like it was a fun original option. The game definitely has replay value. 

Wow this was really well done. And shocking at some parts. I especially enjoyed making the apartment feel haunted haha. it got intense near the end. You really made a compelling story and nice use of the 'Alice in wonderland cheshire-like cat' who is a constant observer.  

Oh okay I saw that you wanted just a short game. I initially thoughtyou were going to have a bunch of random NPCs you could interact with but sounds like your scale is pretty small. 

I'm a writer

Are you looking for any writers still?

Do you need a writer?

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Feel free to contact me as well if something opens up. My discord is pandabeartke . Looking to build experience in game writing. I've worked on six different short stories and currently working on a satirical urban fantasy novel that involves witty jabs at bureaucracy, regulations and the homeowner's association. My former supervisor was a fusion of Michael Scott from the Office and I experienced  petty little things like in OfficeSpace. I mean they hosted a potluck and a company townhall to celebrate our success on a Friday. Then the following week hosted another townhall to announce cuts. I had a feeling something was off and that we were  just being massaged before the death knell.