That's very kind of you to say! Thanks for sharing :]
nthn
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Interesting concept! The way the robots crawl all over the tractor was pretty freaky and the camera mechanic was straight forward. It could have been funny to show all the photos you took once you get to the bunker. I did end up driving into the radio tower on the my first playthrough, flipping over and driving under the map but that could have been avoided 😅
Very enjoyable. A lot more reading than I normally do in my games but I felt like it was well written and the ambiance had me hanging on every line. It made the reading intense and enjoyable. I found the cabin to be VERY well done visually, the puzzles were not too difficult. The mines left something to be desired but I was only there for maybe 90 seconds before the game ended. The fully motion cinematic meshed well with the rest of the point and click game. Nicely done!
Very unique concept with some good little scares! Great atmosphere, always had me on edge wondering what I'd see next. I loved that I could step in front of the trucks as they'd approach and they would honk at me. Great little touch. Only suggestion I have is to make it so you get the ending without having to interact with the orb. I didn't interact with it and thought it was bugged since I expected a truck to come, took a few seconds before I realized I had to interact with it.
The visuals are perfect, it's technically very well done, and the music intensifying as the timer ticked down added a lot of drive. The RE camera angles and tank controls weren't annoying. I did find the house to be too large, especially the room at the end of the long hallway. Without a sprint, I found it dreadful knowing I had to walk all that way to check the door. I ended up playing both acts twice on normal difficulty because I forgot about one of the doors in act 1 and then in act 2 I couldn't locate the third set of planks in the corner of the living room. The story left something to be desired since on a perfect playthrough you'll never see anything scary. Aside from the annoyance from having to replay both acts just because the house was so large, I enjoyed this quite a bit!
Awesome little story game! The Resident Evil camera style while being able to switch to first person was very cool, I wish it was used for more than just picking up items. It would have been nice to be able to turn 360 and have that reflect in how your character was standing when you go back to the third person view. The character's animation is clunky but navigating the world felt good and intuitive. The story telling that you did outside of the newspapers and notes was weak but the newspapers were excellent!
I was very confused about how to collect items until I looked at the game page. It would have been very satisfying to simply press E to pick up the items. Not being able to pick up the key from the basement hallway was very frustrating.
Intro cinematic was good but maybe it would've been just as good without it so you could dedicate that time to other parts of the game. I enjoyed the environment and sound design, except for the monster scream 😭 Monster was super creepy and scared me really good the first time. It made the hairs stand up on the back of my neck. I ended up stuck after collecting all the numbers of morse code, I wasn't sure what order to put them in. The physical maps were good and necessary, but maybe there's too many of them? The post processing was nice but really intense, making the highlights very blown out if you get too close to the wall. I also struggled to read the instructions and didn't even see the instruction to equip the device until my second playthrough, I was just wandering around without the morse code sheet. Maybe you could move them to the center of the screen and make them a more bold color. Overall very creative, I think rusty confined spaces make a great setting for horror games. I wish I got to find the item to cross the gap to the other side of the rig. Nice job!
The FMV was fantastic. I wish the third person movement was less clunky, luckily it's much less painful to move using the click-to-move feature. I found it a bit tedious wandering the forest looking for the next bit of the story but the map isn't so large that it's a total deal breaker. Visuals were perfect and the dialogue was short and sweet. One of the only scares that got me this jam 😁 Well done!
I enjoyed this a lot very creative! Polished and good aesthetic. I didn't manage to utilize the window taping mechanic as I couldn't get them to line up, and I found it tedious to un-tape and re-select the pages to compare them, maybe I misunderstood how it should be used but with 5 pages, it felt like it took a decent amount of time just going through them all on the window. I really enjoyed the little conversations with the person at the window and I feel like if you developed the game more, the window would be a great place to see the story evolve.
Wonderful visuals, well crafted puzzles. I did end up stuck at the end because I thought both boxes contained grenades (early in the game I tested what all would kill me and my testing showed both the right and left box would kill me, I didn't realize they change each run) but got the doorknob eventually! Stellar ending. Favorite puzzle was of course the window. I did get a little tired of the number based puzzles and enjoyed more interactive ones with the jigsaw puzzle with the keypad path on it more fun. The KATE bottle was also simple but nice as it's just connecting the dots. I found the "oh that's not for me" very funny, along with the shotgun traps.
Well very executed! The visuals are perfect, great color choice. I found the "stand-still" mechanic super frustrating and probably would have preferred that shooting makes you stand still but maybe I'm in the wrong here 😅 Everyone loves grabbing upgrades so that's great for motivating player progression. Excited to see what the game looks like with the updates you have coming
Pickleman a real one
I did enjoy the environment. It reminded me of Garry's Mod RP servers (rp_downtown_v2) while exploring the basement/sewer. It was super dark, maybe a bit too dark. I didn't understand why I was placing the cameras but I did enjoy doing it as it made me explore the world. I did appreciate you telling me where I should be going and once I talked with Pickleman, I was hooked. The music and ambiance was well done and kept me wondering what would happen next.
Awesome concept! The visuals of the monster were what got the game on my play list but the microphone component was well executed and a welcome surprise! I quickly understood how the monster worked, how to navigate the level and avoid the monster while keeping my flashlight going. Very clean and clear little game. I would love to see what a slow version of the game plays like. Slower monster, slower movement speed, slower battery drain on the flashlight.
Wonderful submission!
Well executed! The visuals are perfect. It was sometimes frustrating when my grenades would bounce off the enemy but all the upgrades made sense and I appreciated the various weapon types. It was super satisfying to land a solid cluster bomb. It would be cool to see the % values or the level of each upgrade so I can tell what level I have each stat and which ones are due for an upgrade.
Great submission! Your giant anglerfish looks great and the environment of the ship is nice to explore. The game is the right amount of linear while allowing the player to explore and get lost. I got lost in the last room with the multiple doorways and ended up backtracking before realizing the handle for the door was in the container in the water, but I liked that you didn't feel the need to baby the player.
I wish the swimming was more enjoyable. I found it tedious to press spacebar to go in and out of swimming and found myself wanting Minecraft style of swimming where the player can go in and out by simply swimming up or down. The swimming once you're underwater was nice and the button press to swim faster was nice and kept my feeling like I was in control.
The music made the whole game feel like a 10 minute scene from a movie. Very intense and the music reacted very well to the monster becoming aggressive and the sound design of the swimming and exploring the metal interior made it feel like I was really going down with the ship.
I did find a bad bug which almost ended my playthrough had it not been for a second bug making it possible to continue playing😅 You can see the angler fish got stuck in the shipping container with the lever for the door, luckily after I died I was able to jump back in the water quickly and the game didn't realize I should be underwater, so I was able to run in and quickly grab the lever and run out
Overall a very enjoyable experience. Highlights were the monster, audio, and atmosphere!
I spent about an hour playing, restarting a few times because I left and came back to it, then had a nasty bug. Once I realized I should use the spider to stack up candles and get a lot of steps to move around freely, things became much easier. I loved the art, the CRT effect is not overdone and it feels really well executed. Putting the controls on screen was very helpful, but the spider controls were not super intuitive at first and took maybe 4-5 minutes to understand what they do. I did get stuck a few times since the step count in places is very limited causing you to really learn how to navigate optimally (like when you get the spider, you HAVE to repair the nearest web, then walk back to the candelabrum and move to that web so you will have just enough steps). This gave it some nice difficulty that didn't feel punishing and was rewarding to figure out. Overall I enjoyed this game very much! Reminded me of Bloxorz mixed with He is Coming. A real treat
The bug that caused me to have to restart 3 times is if you try to move to a spiderweb when you have 0 moves remaining, you will rewind and be stuck in ghost form, unable to use the other 3 characters.
The visuals are fantastic. I love how the light that comes over the edge of the curves terrain is tapered on the ends. The axe man gave me chills the first time I heard him behind me since on my first play through, I managed to get 3/5 crystals before I encountered him. When I beat the game, I was on the "you won" screen, then he found me and killed me and I got a "you died" screen 😅
I was shooting almost everyone... only served 1 correct order. They all seemed creepy to me 😅
The burger assembly machine wasn't very intuitive at the start, I'm not sure if it even matters if you make the order correctly? There was no feedback when I made a mistake. I think you can also combine the top and bottom buns into one item. Assembling a larger burger becomes tedious when using 6+ ingredients and squeezing them into the machine.
This is peak gaming. Such a fun take on the clicker genre. The environment is very well executed and gives it the perfect vibe, and I love the inclusion of a leaderboard. Got my time down to about 20 minutes. I'll have to theory craft some more to beat your 11 minute time. I suspect skill checks and gacha early is the way to go.
Appreciate your review of our game! Means a lot coming from the brilliant creator of Crank!
Thanks for checking out our game! I think for our first game (and making it all in a week), we wanted to do execute a tried and true formula - collecting items while being pursued, so I agree it could definitely use a twist. Wish we had more time to work on the witch AI but I'm happy to hear you enjoyed the atmosphere. It was an ambitious project doing 3D with a large level, lots of sounds, an enemy with AI, and cinematics. I did most of the art so I'm glad it's cohesive and doesn't feel too generic 😁
