but did you put the rel = me attribute or just the link to get it to work?
Recent community posts
Thank you for playing, and we are glad you had some fun with it. I agree some things took more searching than others, but we really went to the wire making this, another week of polishing and some more play testers, and we could have ironed out some of the winkles.
I started the game fine, I spoke with the lady at the back whom I suspected straight away who/what she was, but I didn't understand the symbol meanings, I got through the dialogue with what seemed good positive responses, in the end when she asked me to name her, I think I choose wrong, at that point we arrived at a station but all I did was start spinning around, couldn't move or interact. I had to press escape to stop it, then I met the conductor, and again I started spinning, escape worked again here, then that was it. Roll credits. Nice relaxing music, very nice style for the characters and from what I learned from my play through, rich writing and great voice acting. I wanted to be able to talk to all the character without having to restart the game, maybe I should have spoken with the woman at the back last. Great Work guys.
I didn't see the ending coming, I thought the black and white was a 50s style TV show, just missing the canned laughter. Great work guys, impressive cast of characters, all really well voiced. Well executed ending.
Well done guys, having had a sneak preview when I play tested, I knew what to expect. The story is moving forward well, and I like your graphic style. What's the next move, ep.3 or a merging of 1&2?
thank you for playing, I hope you didn’t jump to high! You are right we gave the player a lot of pointing and clicking to do. The reality is that 2 weeks really isn’t enough time to deliver a game of this size in a perfect way, every part is like a plate spinning on a stick, we tried to keep as many of the plates going, but in the end you can only manage so much, the responses to trying wrong combinations was one of those plates that unfortunately fell, but we will address that in a future update.
I enjoyed the intro/prologue to the controls and the game, very stylish and well written story, with good graphics and gameplay mechanics. Well done, I definitely see this as a bigger game.
Sure, I would like to help, build a mac version in visionaire, and it will give you a bunch of files, but you only need the .app file, zip that up and upload you're good to go, there really shouldn't be any issues just because it is the mac version, but if you want you can send it over and I will test it first, before you upload.
Puzzles, live action video, maniac mansion, pixel art, scary child laughter, did I mention puzzles, this game has it all!
Well done to the whole team.
I went upstairs when I only had 5/6, is there a 6th?
Thank you for playing, it's also the music and sound effects that help with the jump scares, which is the work of Javier Ventosa. You are so right about the voice acting, Paul Thomas did a fantastic job with little to no direction.
Lovely game. I liked the fact that you had plenty of items to interact with, everything worked well, and I appreciate the cupboards opening, very nice touch. Looking forward to seeing more from the KITTYVERSE.
Having worked in an IT department for many years, you still actually made it fun to solve the office staffs problems, great idea for a game and I really liked the graphics. Well done for creating such a solid game in 2 weeks.
Thank you, It was a lot of long days and I credit having everyone in the team really working in the same direction, we drove each other on and supported each other's ideas.
The save game system will defiantly feature is the update.
Thank you for the kind words. I think I can speak for the whole team, (by the way, we didn't know each other two weeks ago.) that we all put a lot of effort and even more hours of work to deliver this game in two weeks. It's really amazing that people can come together and create anything in such a short space of time. I am really proud of what we achieved.