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PanCayK

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A member registered Feb 29, 2024 · View creator page →

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I liked the audio, as it helped me immerse myself in the story a bit more. I also thought that escape being the "successful" test was a cool twist, as normally an escaping subject is something that you would want to avoid at all costs. Cool game, and I love the premise.

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I have to ask, how did you get the text to appear word by word, and also make it so you could click to speed up or even finish the animation?? I need to know. It made it feel so polished. I'm not sure if I ran into a bug, but I can't seem to interact with the computer or bookshelf, as I would just be returned to the chair again.

This is such a well-polished game. I also happened to get the good end on my first try, which was fun. I did get a bit stuck when it said I had a pocket watch, as nothing ended up happening. I wasn't expecting a time system, though that added some pressure to finding out the right thing to do. I thought it was really fun!

I didn't notice that there was a timer to move onto the next page until I looked at another comment. Honestly, even without that second page, I thought it was a great game. It has nice visuals and audio, really makes me feel that I'm on the quad.

First thing I have to say, I love the narrator, it feels like they're commenting on your choices in real time. I also like how the different choices eventually led to the same cave, I assumed I could only get there if I chose to walk. I love the idea that while the choices branch off, they eventually come back.

I honestly think the premise for this is really interesting, as you realistically would never know when a baby would cry. I will admit that I got scared when the cacophony of babies did finally cry (sadly, my pats did nothing to quell their screams). Did anything specific inspire you to choose babies crying as the theme?

My first game was an outside setting, so I wanted to try something indoors this time. It being a pyramid spelunking game just came as I was writing the code.

I'm curious what made you choose a post-apocalyptic setting? It works great in the text based setting, as it allows the player to imagine what things would look like, supplemented with the backgrounds

The timer didn't end up working for me, but I really enjoyed the story, even if I was confused at times. I'm curious where the concept for this game came from?

I didn't realize that certain choices can cut your experience short. I like it, and it makes you want to play multiple times. I like the comedy aspect and the choices between being social or not.

I like where you end the game, when you choose to take up the challenge. It really makes me want more. I'm curious, do you plan to add more interaction for the player later on?

I think the timer aspect adds a bit of pressure to the game, and also prevents you from really thinking about your choices too much. I agree, it's pretty fun

What made you want to explore the concept of nostalgia, and the more melancholy side of it?

This is a very different take on the horror aspect, compared to the demo I played of "Apocalypse". I like the fact that it really forces you to think about what to do, otherwise you lose.

I like the art style, it's reminiscent of flash games. I also like the fact that you've expanded on a past game, so it's an idea that's been built upon by you. I know the smoothie genre is popular, and it's nice to see a unique take on it.


Also I did find a bug, I was able to select strawberry twice, and when I was prompted with the whip cream option, it no longer worked.

For being a short demo, you really get the sense that something is wrong, but you don't ever get the chance to find out what. I like the fact that it isn't announced, and that you have to find out that something is wrong instead.

I like that the dialogue choices change numbers each time. Instead of being the same numbers each time, they're all different. It makes it feel like our choices are being constricted based off what you decide to do. It makes me want to play again, to see what I missed. Great job!

I like the idea behind the different "M", how they have completely separate meanings. While it's a haiku generator, I think it also allows the player to ponder, or just have fun with silly combos

There's only a few options to explore the game, space, A and B. I think the simplicity is a good thing, as it allows the player to focus more on absorbing the story instead. I really liked the experience!

The art style is in stark contrast from the story being told. It's a bit confusing to know when you've encountered an ending, but maybe that's on purpose.

A very short experience, but I thought it was nice and direct. I will say that since I did not know to look around the first time, I missed some dialogue from the mirror, which made some dialogue a bit confusing. I still thought the experience was unique and chilling, nice job.

I honestly feel like the option to write your own mind map feels like a separate game to the random generator. I think that's great!

The art style is simple, but very nice. It gives off a lonely feeling. I like that the player has the choice to freely roam around to discover endings.

I really like the art style and music choice. I think the timing aspect of the game is really fun. I did notice a small bug where I could fire before the duel actually began, and doing so breaks a bit of dialogue, and stops you from actually firing during the duel. Other than that, it was really fun. It took me a few tries to successfully win the duel!