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Paolo Jose Cruz

A member registered Jan 27, 2018 · View creator page →

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This is amazing! So many possibilities for this format.

I tried doing a similar nested/threaded folder interface for the computer in Where Is Anon? but I eventually gave up.

May I incorporate the UI into a future game -- with full credit to you, of course?

Much like a half order of well-prepared avo toast, this is satisfying while it lasts but ultimately I wish there was more.

That said, it looks really pretty and displays a whipsmart knowledge of smug Big Media doublespeak.  (Side note: with the halftone graphics and large text blocks, I don't see why this couldn't have been made using Twine instead, so it could be played within browsers.)

Anyway, 6.3 over 5 hand-filtered single-origin stars; would condescend to millennials again.

RE: "walking simulator"
BEST EVER true-but-misleading description. 

Superb word choice! With just a few key phrases, I was able to imagine the general vibe of the neighborhood -- no specific environment details or images needed.  

Granted, that probably betrays my status as a young(ish) cosmopolitan urbanite. But then I'm probably the intended audience for this game anyway.

Have you ever considered remaking this using Bitsy?

Granted, it appears to be written with Twine in mind -- those brief paragraphs may seem clunky inside the Bitsy dialog boxes.

But the exploratory aspects lend themselves well to Bitsy. You already seem quite adept at mapping out tiles representing cliffs, shorelines, and crashing waves. The various pebble options seem like a natural fit for sprite interactions.

Paste Magazine brought me here (and to Bitsy in general). 

This one was the first Bitsy game I played. It has now become my personal gold standard (or perhaps more aptly, doctrine, in the wartime sense) for how to make full use of the Bitsy feature set. 

What makes this especially inspiring to me is just how minimalist it is. It's a "walking simulator" in the most pure sense of the phrase. 

Aside from the obligation to speak with the President in the first room, it doesn't seem like there are any variables or fetch quest conditions. Just very effective scene transitions.

Other than the foreboding music, it's really Bitly's native feature set that does all the heavy lifting: the two-color palate, the richly detailed backgrounds, and clever use of the animation function.


Inspired choice for the color scheme!

It's really cool how the avatar somehow moves like Ian Curtis even using just two frames of 8x8 pixels. 

I can definitely see how this relates to the GGJ theme but I'm less certain about the Midnight element.

The first-person look for the car ride is really gorgeous -- really exploring the limits of what can be done with Bitsy. That said, the interface is somewhat clunky.  It wasn't immediately obvious how to 'steer' the vehicle.

After reaching the part on foot, the room designs become truly inspired! The environment has plenty of subtle but intuitive visual clues to orient the player without having to use walls. 

The footprint effects were a wonder to discover! 

Not sure if it was an intentional design choice but I love it appears like the avatar is a person trudging through waist-deep snow. 

Another contextual effect: I played this right after your Midnight Jam entry, so I was expecting a similar tone shift -- in this case, towards survival horror. Just something about the stillness and isolation of the setting gave it a foreboding mood. I was pleasantly surprised to learn it was just a contemplative stroll.  


The Bazaar had plenty of worthy baubles, but this clear explanation was  absolutely priceless.

I'm just getting started with Bitsy and I was figuring out the variable elements mostly by trial and error.

This one comment saved me lots of guesswork and helped me finish my game in time for the Bitsy Jam deadline this month. 

Thank you so much! Really grateful for the help.

Thank you so much for this example!

That screenshot really helped me to understand how conditional dialog works.

It also gave me a clear idea about how to use the markup for variables.

I'll admit this doesn't have quite the soul-crushing intimacy as 30 Seconds To Midnight, but I enjoyed it more, as a game. 

SPOILERS BELOW - do not read further if you haven't completed the game. 




The apparent continuity nod with the other protagonist 's dog was clever. It seems to confirm the final drink as the 'definitive' ending - at least in this reality.

Quite impressed by the economy of the gameplay - five fetch quests seamlessly integrated into three rooms. The hints were subtle enough not to railroad the player, but they all made sense; no repetitive trial-and-error or gonzo lateral thinking. 

All the NPCs showed distinct personality even within the span of a few tweet-length lines.

It's a shame that there doesn't appear to be a way to add conditional endings -- it would have been mighty satisfying to return to the tent with tea in hand.