Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

Padre Snowmizzle

11
Posts
1
Followers
34
Following
A member registered Jul 03, 2017 · View creator page →

Recent community posts

(1 edit)

Alright, here's my take on Nosferatu's Lair of DOOM! I earned the good ending, and hoo boy, it was a pain in the behind.

This is easily one of Dave's hardest games in his line-up of low-quality horror, which can serve as both good and bad. On one hand, I appreciate the challenge compared to his other work. On the other hand, it can seem unfair at times. The random map generation could've been handled a bit better so that proper strategies could be made, but due to the map changing upon death, you couldn't really formulate much of a map-strategy. Another thing: I really think the key could've had some twinkle partice effects or something to make it stand out more, because it took me ages to figure out it was there. The only two major complaints about characters I have mostly revolve around the second half of the game. The Frankenstein-looking lackie of Nosferatu's had too long of a hold on the player, and he was surprisingly quiet at times when you take his size and what he can do into consideration. The only other complaint is with Nosferatu, whose teleport ability seemed a bit unfair at times, especially in one of the narrow hallways where there was almost no chance of slipping by without being in his kill radius. As a final statement, I wish the spider's webs would actually slow down the other characters, because I think the spider moved a bit faster while in the web.

Overall, as mad as I became at the game, I enjoyed the experience. I really like how Dave's adding cutscenes, although he forgot to remove the view reticle in the intro cutscene, but I digress. I can't wait to see what other games come from this shoddy microwave of a man! Perhaps you could revisit the pixelated horror scene again after Bunky's success, I dunno. Have a lovely day, folks!

I created a review for September 1999's awesome release on Steam, so here's that bit: https://steamcommunity.com/id/padresnowmizzle56783/recommended/952250/

In addition, here's the video I created to boot: 

Ey, so here's what I've gotta say about Ribeye Charlie's! Sorry about the lack of energy within the video down below; it was pretty late when recordin', hahah.

It was pretty short, so I don't have much to say on the matter. I did like the sounds that were put in, but I wish there was more. I liked the cowmen, but again, I wish there was more to them in terms of mechanics. The VHS filter was something I loved, but it became a bit uneasy for my eyes to stare at after a while. Gameplay was short, sweet, and to the point, which is a-okay in my books for an experience like this.

Overall, there's more to be desired, but it's a fun little game to play! Thank you for taking the time to read, and have a lovely day.


Alrighty, I'm creating this review knowing that Error#54 was created by one guy in two months. Kudos to you for creating this experience in that limited amount of time, by the way!

This game had an initial good start with its atmosphere, but it gradually became grading overtime because of two reasons: it was the same looping atmosphere that broke the loop at one point in my playthrough, and it was way too LOUD, especially that damned radio. The story that I discovered as a played through it sounded interesting enough, but the game itself didn't perform any of what a haunted file would typically do in this genre until the very end of the game, which was disappointing to say the least. The monster reminded me too much of generic mental patients that I found in other indie horror games. Creating a model unique to the experience would've really driven home the corrupted file factor a decent amount. I will admit, the maze sequence had me on edge for a bit. However, once I discovered there was no potential threat in the first or second half, that was a let-down. The AI navigation was debatable, and I did actually walk through the door that would've had the threat trying to break in at the end with no punishment. Therefore, when I returned from wandering the maze, I saw that the AI became hilariously stuck and would seemingly guard the door to the next area after automatically unlocking the previous door.

Overall, it was okay, with a lot of understandable technical flaws since the game was made by a single individual for two months. However, I wish the experience was less disappointing for those who were looking for a meta experience, such as myself. You can watch my video here to see my constructive criticism in action. Thank you for reading, and I hope you're having a great day!

Yeah, you're very welcome for the feedback! Any spread of what I'm providing in my videos is always appreciated, so thank you!

I also get that bit about the voice acting, don't worry there. I think the game did just fine without it ;D

Ey, this was a genuinely awesome experience from head-to-toe! I've got a whole series that I plan on releasing during these next few weeks starting today, if you'd like to keep up with that. For anyone who's interested in reading my feedback, expect some spoilers, of course.

Overall, my opinion rests that SoUnd Is ToxIc is one of the best visual novel games I've played in a while. The only few knit-picks I'll jab at ya is that I wish tweaking game files directly had more of a role, if at all, within this game so the outcome felt more meaningful and impactful than it already does. Additionally, I suppose having no voices other than Lolite's at the very end served its purpose, but I think the game could've used just a bit of voice acting scattered here and there, excluding the muffled noises of the audio files from calling victims. A prime spot for this could've been right before you discover Blue's dead corpse in that very creepy sequence; it would've come a s a surprise if done correctly because there really hasn't been any sort of clear voice speaking directly to the player.

Here's to hoping that my feedback was helpful, and that you all keep up to date on my gameplay for the series. Have a lovely day, folks.

Here's my lil' playthrough of Eggs for Bart: Chapter One! I think this is definitely a step in the right direction from Woah.exe in terms of the quality. I think the difficulty could be taken down by a notch or so, especially for Maggie and Lisa, but overall it's a pretty goofy-yet-spoopy horror game.

Also, damn man, grabbing resources from some old Simpsons games I played as a kid... the feels man, remembering the good ol' days of gaming, lol.

(1 edit)

I played this game a few weeks ago before the recent UI changes were made, just so ya know. If there could be an optimization made for people with more than one monitor, playing this would be a lot easier and generally more enjoyable. Other than that, I'm diggin' the pixelated visuals. The gameplay, however, should focus a lot more on free-roaming instead of sitting in one spot like Boogeyman's gameplay. The audio should fit the pixelated vibe... in other words, make it even more distorted and f*cked-up than before. I know that's an edited baby doll voice ripped from YouTube, but I wouldn't mind voicing this teddy bear if you'd like actual voice actin'. Just a bit of constructive feedback, that's all, my dude. Here's my gameplay to boot (and yeah, I'm aware of the mic/webcam off-sync; I'm still gettin' used to that sorta setup and pretty much have that solved nowadays, hahah):

Yeah, I have no clue what the hell he meant for this game to be a flying shooter, unless he means for you being a member of the park's guards and you have to shoot the dino down from a helicopter. Either way, that's a pretty stupid idea for this game, lol.

(1 edit)

My dude, this is an awesome execution of a dinosaur enemy concept (with some additional tweaks, fixes, ya know). I played, reviewed, and offered suggestions for both T-Rex Breakout and your other hidden gem, the Raptor update. Don't mind the stupid intro of course, that's just me being a goof, hahah. Regardless, I hope you get some entertainingly insightful feedback that can help shape the game into somethin' everyone, including yourself, would want it to become.