Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Coral Nulla

99
Posts
161
Followers
247
Following
A member registered Jan 23, 2014 · View creator page →

Creator of

Recent community posts

yeah, if you click and nothing happens that should mean you reached an ending

(1 edit)

Clearly I've gotten the hang of these, because I did it in about eleven minutes... I should time myself on the next one! Cute graphics as well and a nice ending.

(sorry i don't think i'm going to find a suitable multilayered keane lyric for this one)

not you as well... let me have the tv mum!! i want to watch vampires smp!!

you stood still above the track
you knew as you watched her go
that she was never coming back
you stuck to places that you know
you said you were scared of heights
and that you didn't want to go
where everyone else goes

(1 edit)

a house on fire, a wall of stone
a door that once was open
an empty face and empty bones
who ate your heart?
you're cold inside
you're not the one I hoped for
I'll see you on the other side

thank you!

this could be the end of everything...

I dream in emails
worn-out phrases
mile after mile
of just empty pages

it's more likely than you'd think! i'll have to check yours out!

It's an honour :)

I wanted to give this a shot, but clicking the menu buttons doesn't do anything. Is there any chance of a mac version? Part 2 works fine though - gorgeous art!

super interesting! i like the "Necromancy" and "WHAT DID YOU DO" ideas, i might have to 'borrow'... Kinda surprised the trans reading wasn't intentional! though it's cool that it has that depth to be lots of things. also I remember i really like the "search party" line in the story, it felt to me like such a vivid way of describing people clinging onto their image of you that isn't really you ("I'll never be how you remember me/so I'd rather be in your memory" - allie x)

that happened

almost cogherent

woe is truly all of us on this blessed day

(1 edit)

thank you so much!! okay, I guess I'd better finish it..!

Ooh yeah. Super atmospheric, poetic descriptions, and gets you right in there.

Okay this is cool. I admit it took me a bit to realise what I was meant to be doing, but the disorientation does work on another level, combining with the format and style to really plunge you into another reality. It does just feel really cool to play and I look forward to more!

This is interesting - I like how you've made use of choice; there are few wrong answers but you're forced to think about your own system of values. A lot potential here.

I like the images but I feel like they'd fit better if the colour scheme matched the passage rather than just being black-and-white? I guess this being meant to be a Decker game makes sense.

(1 edit)

I think I might've commented on this before voting started? Anyway, I still like the concept and the way it's written, the atmosphere of this postapocalyptic multiversal oasis. If anything I find myself wishing the interaction structure pulled together a bit more - there's almost a loop here of finding out about each character by serving them, and it could be nice to expand on that a bit. Though I like that it doesn't get bogged down in more complicated gameplay - the character concepts are allowed to be the main attraction. The ending did feel pretty abrupt but I assume that's due to time constraints. I guess what I'm saying is I'd read more...

thank you!! and thanks for the design feedback, nice typography is tricky with decker but I'll keep experimenting. and if you wanna know more about Io you should check out my entry from last year :) although the typography is even worse in that one... sorry...

This is cute, bringing back memories of childhood... and adulthood... The meta element was fun, caught me off-guard! I think I found all (?) three endings? Feels like it's meant to be a parser game, but it just about works in this format (and pretty presentation). Poor Sam. (At the start I wondered if maybe this shouldn't be in second-person, because it did activate the "I Would Not Say/Do That" feeling...)

I think the prose could use some proofreading, but as an aesthetic experience this is really cool.

An interesting exploration. Cool backgrounds! I might come back to this again.

I guess that settles it, I'll do a postjam update!

thank you!!! I'll have to check out your playthrough (and your game!) And the lighthouse endings are just meant to end there - one of them may be picked up in a year's time, and the other has been picked up in real life... I don't know, should I add a bit more?

Thanks for making!

Thanks... I shall experiment!

Really nice presentation - I like how you've distinguished the different kinds of link, and even used links as an unusual gameplay mechanic. And a nice, snappy, vivid and horrifying (or satisfying) scene, too.

Do the variations on the 'some pearls' ending count as separate or all one? Hmm, I feel like the window passage is significant, but I'm not sure how...

Interesting mechanic, nice sensory descriptions. Listening through all the songs, you've made clever use of them, turning Veggietales into a sci-fi tragedy. I struggled a bit to keep track of everything so I was grateful for the hints (not sure I could've figured out yoghurt & chicken). I like the idea of the keywords as clues but I think they might need to be a bit more obvious. (Or maybe talking to Rebecca could hint what to do next?)

This is so good!!! I mean obviously I'm biased because, y'know, cyberpunk vampires, but this is really well-told (maybe slightly repetitive? maybe that's the point?) and the presentation is AMAZING. Lots of interesting ideas in there too: "Consider the human as container...you became the paper on which HIS message was written." My fave so far, I think.

Ooh, I like this. The dreamlike atmosphere fits really well with the songs. Feels like the game itself is collapsing as you play it. I think it's missing something, but I couldn't quite say what? Maybe just a little bit more cohesion - or a little bit more fleshed-out (even just more things to look at) - to bring it all together, though I wouldn't want to lose that ambiguity.

Okay that was really cool. I'm proud of myself for managing to get both endings! What a colourful world to explore.

This is sweet, this concept is a fun way to explore the protagonist's pressures.

(1 edit)

I like the setup of this, but I found myself somewhat unconvinced by the dialogue. It's all very direct, or maybe something's going over my head (I only played through once). The con-men concept ends up feeling like an aesthetic rather than something that connects in some way (as thematic imagery or dramatic tension) to the actual story, so I end up wishing there was a little bit more here. (It looks like the song does do this.) Still, you get across a good sense of the characters' personalities, and the presentation is striking. The voice-acting is a nice touch too.

Short and sweet (?), I got to play it twice before the song ended. Like ferkung, I was pleasantly surprised to end up with a completely different conversation second time around, and yet both work as small, sad, warm moments. I like that; it makes me think about these moments in real life, all the topics left hanging in the air. I like the song too.

This is nice. Vivid and concise. It's not difficult to survive but it still has to be deliberate. I did find it hard to tell who was speaking at times. Listening to the songs added a lot to the experience—instantly, a scene, and I can see how your imagination has flowed. The ending felt unsatisfying, but maybe I was just more interested in the vignettes than the framing device. (Also you should probably expand that content warning. One chapter is about suicide. And the bakery chapter is missing a heading.)

Thank you so much for writing!!!