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Parahble

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A member registered May 11, 2022 · View creator page →

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Oh man this one is lovely.  Such a strange and creative idea.  The things my mind immediately jumped to trying actually having results was very entertaining.  This might end up being my favorite of the jam honestly.  I got ending 33, but part of me still wishes there were a better way.  


Also I love time-loop stories, and though this isn't really one, it carries some of what makes that fun for me.

Oh this was awesome!  Probably my favorite I've tried from the jam to be honest.  I notoriously don't startle easily, but you got me.  

The aesthetic was pleasant, with the VHS scanlines(if that's the proper term), and the strange stapled-on faces are eerie and cool.  Sound design was excellent-- especially in the beginning outside.  Approaching the party with cars rolling by with functional doppler effect set a good atmosphere.  I will say the doppler effect seemed a little easy to trigger indoors; it seemed I was able to pitch the music up or down by sprinting towards or away from where it was playing.

The dialog can come off a little corny, but I felt it really fit with the setting of trying to awkwardly reconnect with people you sort-of know.  

I don't know how deep you intended to get with the narrative here, but it really reminded me of the experience of graduating highschool and seeing people I somewhat knew change greatly over a couple years, then disappear out of state or somewhere.  Which also dovetailed well with the guy coming back from the snack run a little different, and people disappearing from the party.  Just my two cents there.


That final guy at the end: I didn't get a lot of time to take him in before things popped off, but something gave me a weird vibe immediately when I saw him, like his legs seemed backwards and he was standing strange.  Don't know if that was intentional, but it did a good job setting me up to get caught off-guard.  

Also, saying you don't remember someone and that it's because "they have total stranger vibes" was very funny; I could see that actually entering my lexicon.

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Thanks for playing, and thank you for the kind words!  We do have a story drawn out and more actual game to add in, but we unfortunately didn't manage to get there before the submission deadline.  I agree with your points about being too fast, and the grabbing objects being super janky; I will definitely have those high on my to-do list.  

I am curious: how was it that you managed to get out of bounds?  I hadn't had any issues with that for a little while, so I am curious what I missed.


I will definitely check out your game ASAP; thank you for giving ours the time of day!


EDIT: Oh, and as for the flashlight: absolutely not intended, but as I came close to the deadline and was having trouble sorting that out, I just kind of said "Maybe nobody will notice," haha.  It did take a little while longer than I expected for people to notice, too.

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Thanks for checking it out, I enjoyed your game as well!!  Yeah the moving the chairs, ball, and stool were initially a pick up and carry kind of action, but I was having trouble getting it to be stable, so I ended up with a little awkward push that I don't love, so I am hoping to find a good way to fix that up.  We definitely plan to finish it out and have a cover-to-cover playable game sooner rather than later.

The physics have been a bit of a challenge; I think it comes from the way Godot lets you adjust the properties of the objects.  It doesn't provide much visual, so it was hard to tune them to feel accurate with just guessing and checking.  Reading your comment, however, had my brain stumble over a good way to fix that, so thank you again!

I think the ringing noise itself is actually great!  If you are familiar with using a parametric EQ tool: I think if you throw it into Audacity or Adobe Audition or something and use an EQ to soften the higher frequencies it'll accomplish the discomfort while becoming a little easier on the ears.  If you haven't messed with EQs before, they aren't so scary, you could probably understand what you're looking at with one after a quick google.

Thanks for taking a look!  Yeah I totally agree on the movement speed- that will definitely be adjusted, it also needs some viewbob and such.  Thanks for pointing out the flashlight bug, I'll have to see whats up with that.

The crosshair thing is wild; the artist I am working with pointed that out to me earlier this evening and I'm surprised I didn't notice that.  I had the crosshair hiding when the hand icon was on screen before, so I must have messed that up some point while fiddling with it.


Thanks again for taking a look at it!

Love the fixed camera-angles!  Feels like it was actually using pre-rendered backgrounds, don't know if that's actually the case or not.  

It feels a little hard to get away when you have multiple of the replacers chasing you.

Love the fixed camera-angles!  Feels like it was actually using pre-rendered backgrounds, don't know if that's actually the case or not.  

It feels a little hard to get away when you have multiple of the replacers chasing you.

Very pretty! I love the vibe of a spooky ballerina, and how it sort of look like an old movie. 

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I like blackjack.  I think the ability to purchase cards to use for later is a really good way to make it so it's not all up to chance.  I like what happened to my arm.


I am pretty sure I lost after betting $100 at one point and still gained money, not sure how that happened.

I really like the way it looks, good atmosphere!

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Fun spooky game.  I like the hiding under the bed to get away from him initially, though I think he maybe takes a little long to leave.  The ringing noise is also a little sharp, it could use some reduction on the high frequencies.

I really liked the lockbox puzzle.


EDIT: I wanted to go more into detail about what I enjoyed about the lockbox puzzle: it is a really good balance of esoteric and sensible.  There is a good natural hint in the interface of the lockbox that immediately had me looking for non-standard ways of finding a combination. I was watching a friend who doesn't much play video games play it at first- and she actually figured it out before I did; I think that's a good sign that it's well-crafted and not leaning too much on established design tropes.

Was very neat!  The way it was on rails made it feel  a little claustrophobic with the stalker guy- I like that.

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Very fun idea!  My team looks forward to playing more as you add more microgames!  The shake the heart does seem to get very hard at 60% love though; that was as far as I could get.

Thanks!  Yes, we are for sure planning on finishing it out; there was some troubleshooting in the midst of the jam that just took too much development time.  Post-jam, we are already working at the rest of the game.  Physics prop puzzles, an enemy or two, and some other mechanics to make it more interesting are all on the docket.  My current aim is for the game to end up with ~an hour of playtime.


Thanks again for taking the time to take a look!

Thank you so much for the kind words!  


Yeah- I had noticed another bug with the chair, too, just before I ran out of time to work on it.  If you try and climb on them from behind, the climb animation sends you directly into the backrest at speed and will launch the chair, and potentially you as well.  

The playing as a kid idea came from my friend that did the all of the 2D art and designed much of the house and props.  I was initially a little skeptical of how it might play out, but once I got to messing with climbable physics props I started to get really excited about the prospect.


Thanks again for taking a look at our work!  I will have to check yours out asap.