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Rabbitz

15
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A member registered Jun 24, 2018 · View creator page →

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I loved the idea behind it, and the humour from the characters. Very pleasant game from a visual and auditory point of view, too.

However, I think the main mechanic of removing options from the player, while it's a great idea to explore, makes the game too frustrating. Most of the time I ended up just waiting for my A key to be chosen at random, and when the boss started shooting it sometimes ended in a really unfair situation where I got shot and had no options to escape.

Great ideas and executions despite that small detail, though!

Loved it, but couldn't finish it. I would love to see some sort of indication of where to search for the key, rather than having to just go through the whole map blindly.

The great: I love the way the flashlight kept revealing these creepy details hidden in the map, finding the house with the message was really rewarding.

This was frustrating but very fun! Also, really nice amount of polish in the visual and audio categories. As for controls, I would personally add an option to untangle your tentacles quickly, even if it's on cooldown, or a way of saying "let's restart this now". When I got my tentacles fully tangled with 20 seconds to go and had to sit there just waiting it became really unfun.

High score: 1000.

Lovely game! The bosses were beautiful, and it felt really smooth and polished

I really liked the concept of this one. Great way of introducing the theme, and the B&W scheme.  The controls did feel a bit unresponsive at times, and I would love to see more variation, but other than that, great puzzler.

Really fun and polished! Also, quite challenging :D

Thanks , and I'm happy you liked it! More polish is indeed needed, but alas, time constraints are what they are. ^^

Thanks for the detailed comment! I've considered WASD movement, but like the polish I just didn't have the time for it. ^^

The idea of removing a key control for increasing speed and fire rate however is intended. I want to give the impression that there's a desperate need for not letting your stats drop too far, but at the same time that creates a danger that forces you to make decisions on the fly. Perhaps I can communicate that better.

Thanks for playing! I want the game to be challenging, and to give that impression of losing control when trying to restore your speed and fire rate, but I'm sorry if I took it too far.  ^^

I really loved the artstyle in this one, and it feels challenging but incredibly fair, despite being super hard. My only concern is that having to hear the intro every time seems a tad repetitive, I'd prefer a faster return to action after being killed, specially considering I get killed A LOT.

The visuals are really good and clear.  It's a shame that the mountain is not interactable.

Loved this game! If anything, some rooms seem a bit unfair, as flashlight guys were too close to patrol guys, an it turned more into a game of jump and pray.

Liked the game, I think the first puzzle is too unclear, maybe have a hint similar to "find a way to prove you're the player" rather than "find a key" would have made it a bit easier to overcome that huddle. Also, it seems that after completing the game once, I can't progress as it not triggering cutscenes anymore, so the danger sign doesn't activate and won't let me through.

So, I've been thinking about a second game that would play a lot with the concept of unreliable narrator:

HOW THE MIGHTY FALL: You are the elected leader of a major country. You know you are great, and you know you are destined to be one of the great historical leader. And yet you watch helplessly as the media attacks you, your close friends and coworkers are thrown in jail or worse, and your country revolts against you. As you go on, your arrogance grows as you just try to fix this goddam country full of ungrateful scum.

It's mostly based in the Smiler from Transmetropolitan, and maybe a few others that don't really pop to mind right now...

 


I am working on an idea that had been bouncing around my head for ages. In the game, you are playing as someone who is trying to balance his social, work, family and love live, and failing at most of them. As you play, you are likely to become more estranged from everyone, and end up cutting ties with them altogether. I'm currently working on a Jenga tower version and one without it, that tweaks a lot of the rules around, but keeps the themes.

The game is called Overcoming Solipsism.