Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

psy_wombats

116
Posts
100
Followers
3
Following
A member registered Jun 08, 2016 · View creator page →

Creator of

Recent community posts

Neat, yeah 2.5 isn't much more difficult to pull off than 3D, provided you've worked with 2D stuff like spritesheets.

And yes the game was made in about two weeks. But it's a team of three, I work professionally in Unity, and I cribbed a bunch of old code to get some basic systems (mapping, cutscenes, sprites, audio) all going. ...and didn't get much sleep haha

(2 edits)

Hi, glad you enjoyed the game.

The game is made entirely in Unity.  Sprites use a billboarding technique for a 3D effect (and some shader tricks to work with the geometry properly). The 3D maps are made with homegrown in-Unity editor originally design for tactics games. If you're interested, the source for all this is available at https://github.com/psywombats/scream-2021 .

Two of the tracks are at https://soundcloud.com/elfmo/turing-test (power outage) and https://soundcloud.com/psy_wombats/silver_eyes (chase), but I'll talk to the composer and see if there's somewhere more central to put them

There's a lot of rough edges here (bgm switches, proofreading, 1st/2nd person switches) but I actually like the core story a lot. Well, I didn't get the ending so much, but the pacing and characters were all very human (and definitely this game's strength).

Taynor's first option on Halloween seems to loop back to the day start -- not sure if intentional

Hey this was pretty cool. I wasn't sold on the second person until the second portion of the story, where it was weirdly hard to follow the text's instructions -- no other perspective would've been as effective. That was definitely the high point of the game (neat art in this part too).

They story's well-written too, but it sort of seems like a good standalone short story than a VN (aside from the finale, really). This might be a side effect of the large chunks of text in each box (difficult to read when it's running full length at the absolute bottom of the screen). 

Congrats on your first VN then!

(2 edits)

This was a pretty interesting little game. Got endings 1-3 and the true end. The constant setting shifts definitely keep things moving. The plot feels a little bit more like peeling layers off than something more with a conventional beginning/middle/end. Visuals pretty neat too -- the overlays do a good job conveying how far removed the current scene is from reality.

This is a neat concept -- would definitely be interesting to see more worldbuilding around the Day of the Dead, as I think that's the strongest part. Audio would go a long way, as would a thorough proofreading pass.

I was unable to progress past the reappearance at the grave -- if there's more than that (as the content would seem to suggest), it's not accessible.

This was neat! Well-written and interesting for the duration. Between the backgrounds and NVL, definitely had the feel of an old nscripter game haha (aside from maybe the sprites). Sound on point too. I especially appreciated the perspective floating between all the mostly nameless servant characters, which I think paints a much more fleshed-out picture than a story centered solely on Bonnie or with an less-attached 3rd person. I wasn't so sure about the ending -- everything seemed somewhat resolved to me but the epilogue opened up a couple questions, but, maybe that was the point given the title and all haha.

Neat visual effects, like the UI as well. The core of the story could probably work but definitely needs some exposition (and a proofread pass would work well too)

(2 edits)

Pretty short with some interesting direction, and models/bgs too. Script could use some love.

I've never seen this engine before, kind of interested.

Ha, I definitely wouldn't have guessed that! Some good processing work if nothing else.

Neat concept, and fun game. The script has a great sense of humor and there are some wholesome bits too. The speech sfx complimented the ghosts' personalities well. Nice job.

This is a neat atmosphere, between the sfx and lighting. The lightswitches are a really neat idea, really build the horror. Wish there was more to the story.

Some pretty cute art! Laughed at the sweating coffin, too. Script could use some cleanup.

Really fun and expressive art, and the growing environment is nice too (love the kitty ghost in the bottom left). Enjoyed the voice acting as well.

(1 edit)

Plays like out like a movie or one of those old FMV games, with some decent direction. Voice acting kind of intrusive. Camerawork is probably the highlight.

I will also admit to getting got by the jumpscare.

Kind of a neat adaptation, definitely well-illustrated. Hard to follow the English though. and seems to just end abruptly in the first story (after the framing story)

Neat story, some good tense writing! The abstract illustrations really added where present. Audio would go a long way to move this from interactive fiction to VN, but it makes a good short story regardless.

(3 edits)

Haha, "wishlist for a game" is a perfectly legitimate post. Thanks for the detailed and thoughtful feedback.

The game is indeed "just something for a game jam," but for me a jam is an excuse to braindump a ton of plot half-ideas that I don't have any other outlet for -- partially with the goal of seeing what works as part of compelling story and what doesn't. I tried something new with DEMEMORIZE in writing a lot more abstractly, with a mood in mind more than a destination, and I think what I've learned from feedback is: characters/dialog matter a lot more than the mood or specific plot points.

Specifically, the setting for this game is sort of an abbreviated version of a setup I'd intended for a larger story that /does/ hinge on more interaction with an outside world, more complex relationships with the staff, and more worldbuilding w/r/t idea of a memory disease. And it seems that scenario makes up the good parts of DEMEMORIZE a lot more than the other growing plot stuff (which is drawn from some other horror fodder, mostly around the fear of being forgotten).

One of the advantages of this weirdo plot though is that some of the events are open to interpretation, and while I have my interpretation that is internally consistent, there /should/ be multiple consistent interpretations... which sounds like a really lame excuse haha but I at least believe Tess and Cecily to both be their own people, regardless of Gray's conclusion.

But yeah, really, it's very encouraging personally to read your thoughts and it's pushing me to expand on some of the ideas explored here in a larger-scoped project.

Haha, glad you enjoyed!

Thanks for playing!

If you're referring to the phone message Martin receives at the finale, he actually sends that from this timeline to himself, using the same delay paradox that shows up with his brother's messages. While I think the ending showcased here is definitely a bit of a downer, I'd like to think the setup is open-ended enough where maybe on night #359 or whatever the circumstances will finally allow for an ideal end. This just isn't that night.

This is the first horror game I put together, and while I think some others are more polished, I still think this one has the best atmosphere. I'm glad you enjoyed it.

Hi! Glad you're enjoying things so far.

On night 2, in the lab area where you finished night 1, you've found Cecily's report? Right next to that report should be a door into the director's office. Once you've read the paper inside the director's office, something should be waiting for you back in the lab.

Thanks for your feedback! I'll see if I can find a proper solution for vertical navigation -- I was never quite happy with it either. It's a somewhat difficult problem and at the moment the implementation as at "it works" rather than "it feels good."

oh, yeah, and because I feel like uploading it somewhere, here's an awesome poster image by general cool guy Frogge (https://itch.io/profile/frogge)

Haha, yeah, it turns out it's actually really important to a dialog-heavy game like this to have something for the eye to follow during long conversations, vs having boxes pop up suddenly all over

haha, I guess the answer is "not enough times."

If you're serious about "honest question," the game is a jam entry, and so was developed in ~10days, the last 6 hours of which were devoted to QA time and misc panicking -- and afterwards the uploads were frozen for a week for reviews until a bugfix could be released, so a lot of people ended up hitting the same known issue. It's a problem with (relatively) long games with short dev cycles that bugs inevitably show up, and I'm looking to improve on it. This is my first time putting out a WebGL build (and working with fmod in general) so it does look like there's some stability stuff that needs to be patched up with my core engine code. My playtesting has been mostly with the desktop version, which doesn't help much with bugs exclusive to WebGL -- and I'm suspecting what you've run into is one, as I can't offhand reproduce it. The other stuff that's appearing in your dev console I think is harmless?

Bu thanks for the report -- I'm a firm believer that a player's most valuable resource is their time, and both "playing bugged stuff" and "submitting bugs" are hits against that. Will try to repro and get a 1.31 out.

No dice, same symptoms unfortunately, although the JSON logged errors are gone - https://pastebin.com/FP8ZYkzM

Starting to think it really is just my ancient graphics card not supporting something or other, oh well. Although I haven't had issues in the past.

I'm running windows 8. Possibly the problem is with other copies of Newtonsoft JSON that I've got kicking around (definitely used it myself) but that'd be a little odd.

Yep, this is pretty sweet -- that ride intro is great and definitely the high point of the game for me. The multilingual audio and semilegible posters really seal it. The other passenger approaching is also nice and menacing -- I almost wish the narration wasn't there for that part because I think most players' instincts are going to be "what" and "get the hell out of here" in short order haha. Would love to see this built out and roomier, because what's here definitely has the craftsmanship of something worthy of a climax to something longer.

(1 edit)

Ahh this looked interesting, was hoping to try it out but for me the camera monitor is just a black screen -- unsure if it's a new bug or something wrong with my (admittedly old) pc. (unity log: https://pastebin.com/8Kn8Ax7) . Luckily that playthrough video is available but I'd still love to read the rest of the messages haha

Pretty neat concept, and some nice effects too -- especially liked the shadows, whippoorwill call, and screen warping with the creature. After getting the hang of crafting new picks there isn't much challenge in it and it sort of becomes a game at waiting out the creature though. Seemed it took me three or four nights to get the veggies to buy anything meaningful. But the town is a powerful objective to aim for -- more stuff like that and could be really fun.

This has an outsider art vibe that I enjoy a lot more than I should. The text reads more like poetry in parts, typo-riddled as it is. It's still a little loose to really be a great experience though

Cool model + rigging, I can see that's where the time went haha. It does ramp up really fast and sort of seem like a hodgepodge environment though. I suspect most people didn't play it because of the large filesize and download that requires waiting for gdrive to zip things up

I liked the story parts that I saw, I just wish my potato pc had the specs to run this above 2 fps haha

The sheer amount of variety here is great. And visually spot-on too. This was an interesting way of grabbing the GB aesthetic (with all those greens) without bringing in the pixel art. 

I definitely wasn't able to progress past the church until checking this page, but I'm glad I did. Very sort of ethereal experience. Best art was the shot of the bog in the very beginning. If I had a complaint about the story it'd be that things moved very quickly, but I think this is a consequence of every page having its own illustration and link. Character illustrations spot on.

remind me not to hook up any brains I find regardless of whether they've got USB jacks in the back

Seriously though I'm a sucker for terminal-based storytelling and this hit all the right spots. Loved sifting through the old logs and working backwards trying to understand the systems. Would've loved it to just be a tad faster so I could get more haha

Neat prototype. The fullscreen text and byte-eating sfx punch at the end there, that's pretty effective