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Rasp A Trashbear

313
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A member registered Jan 14, 2020

Recent community posts

A fine slice of Midsommar vibes. A check point system be nice but hey it kept my attention. Good work.

Fourth and final game of the line up at 42:09 very solid work for a first effort. Simple but with a decent build up. A little more protag observations might of been nice, I didn't even notice the sprint first run, which I like the heart beat and huffing on a fair bit. Short, but interesting. I'd of liked an option to make a mad dash, but hey it does the job. And the only derp i noticed was on the loop from end credits back to title the mouse dropped off screen and didn't want function again, but I always do appreciate a credits to title screen loop back. Good work.

Third in the line up at 30:15 it definitely has those weird vibes down. Its a simple choice. But so much odd to build on. I go for one ending... and leave the other four a mystery. Soild work CapCrow.

Second in the line up at 24:09 Another short solid banger. at first the weird does the work and it all builds to the kiss off. Honestly  having time enough to consider the evidence as we go long did small wonders. Good work as always Niven.

First in the line up. First off, thanks for dropping Chapter 1 Tayo. If anything the Cry of Fear vibes got stronger. Its definitely getting an off week playthrough when its ready. I really like the status inventory screen, and seeing a little more of what our protag was up to prior to the onset of heck and concern.

Fourth in the line up. Solid maze build. For something built in 48 hours, good work. No standing dead, I didn't find any level geometery issues, the maze feels challenging enough, its tricky to pop the cysts from time to time, but hey is a panicked lab type with a scalpel. A little background music might of been nice, but the announcements do give it that SCP Fac breach feel. Good work.

Third in the line up. And a very solid chunk of weird walk. A lot of little wait what building up slowly with just enough lore work to keep me interested.  And  that kiss off. I really didn't expect that. Good work.

Okay. I have to admit this one threw me for a loop but it was all straight forward enough I worked it out. Really leaning into the hold button and pay attention tension.  And I deeply appreciate the check points. Solid work.

First in the line up. Solid work as ever it nice to see you playing with 3rd person perspective shots. And the kiss off. Great Work Niven. Also sorry to hear about the werid.

Thank you, keep up the good work Vuk.

Why thank you and I'll be keeping an eye out.

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Happy to take you time its a pretty speffic instance. I mean what weirdo puts away dishes in a horror game.

Fifth in the line up. Solid work, I did manage to find one standing dead state but that was pretty much the only issue I found. The jump scares are well spaced. and while the endings feel a little meh.. working out how to get there was fun. Also I found if one lays the knife and the plate just so, boom instant plated sliced vegtables. Good work.

Fourth in the line up. It definetly has that surreal feeling to it. Short and intersting. Good work Katagin I'll be keeping an eye out.

Third in the line up. Simple but effective. That slow pace really adds some tension. Good work Vuk.

Second in the line up. Always nice to see some story puzzles. And some pretty solid dark forest enviroment to boot. And that needle lift... good work.

First in the line. Pretty solid work. The comp screens a nice kiss off. Good work.

Solid work. Disturbing, odd, about my only gripe is the bgm does overwhelm the voice lines in a few places. Solid work.

Second in the line up. I really like the little details toward the end, and that worn out feeling of the environment. Good work.

First in the line up. And definitely has that slow burn disturbing descent feeling. Short simple, but effetive. Good work.

Honestly this game feels like a fever dream. The second section feels a little rough and the first gave me monkey island flashbacks. But it does stand out. 

Good work. Simple, but detailed enough to make me curious, and I forget just how much I miss puzzle being part of horror games. The ending isn't my favorite but its a nice touch as opposed to the... sudden death of the protag.

A simple bit of multi path mirco horror. But the escaped or die bit... feels a little too simple. But still it functions just needs a tiny bit of polish. The tension while waiting and just watching the world go by was interesting.

A solid bit of micro horror, lots of little details I still find myself contemplating. I did get a little stuck on one of the sidewalk transtions, but it all works. Good job I'll keep an eye out.

Third in the line up. You know haven't seen this folklore done here near as often. A solid mechanic and a that feeling of the odd Ill be be keeping an eye out 

Fourth and final in the line up. I have to admit I'm curious to see where the full build takes the lore. So was night vision a little outlast send up?

Second in the line up. Solid short and interesting. Good work.

First in the line up. A weird holiday horror trip. With a lot of wait what. Really appreciate the waypoints.

Fourth and final in the line up. Short, but solid for a first game. I really like the tension breaker, had a little trouble with the one item pick up, didn't notice the placement I just happened to pick them up. I some how managed to ring a bell from a room away. But everything works well enough. The environment feels just detailed enough to have that live in feeling with out being cluttered. Solid first effort. I'll be keeping an eye out.

Third in the line up. And a pretty worthwhile meander. The dither doing just enough to make things strange and interesting at a distance. Simple but stark. Just enough story and lore to make you wonder. It's going to stick with me. Good work.

Second in the line up. A very welcomed change of pace. It was a delight.

First in the line up. A nice variation. I have to have to admit I bounce off a fair few bits of ocean spoops. But the movement here just felt really good. It took me a bit to figure out the what do, but I got there. Solid work.

If you got the time and spoons play it for yourself. It's worth the trip.

Forth and final in the line up. A weird a little jaunt. I suppose I'll have to meander into dread delusion one of these days. Good work.

Third in the line up. I didn't know I wanted a game like this in a GB format but something about the depth and texture is just so unnerving. Great work.

Second in the line up. Short, solid, and pretty damn well built. Simple, shows you what you need to know with out spoon feeding you, with just enough time to wonder. Very good work for a first build. I'll be keeping an eye out.

First in the line up. An interesting chunk of an odd world. A lot of its just setting the scene and giving just a bit of time to wonder about it. I did need a bit to get the drift of handing over the goods but I got there eventually. Solid work.

It happens. Part of the problem with fixed obsticles is while they are simpler to implement. They're static. Maybe mix it up a bit?

Not a bad build. Solid straight forward. Simple build not too heavy on the sound effects and enough slack time to let the mind wonder when the big spook is coming. Good job.

Fourth in the line up. I've seen my fair share of line of sight mechanics, but never in such tight quarters. This felt like a waltz in a closet. Which did wonders for the feeling of tension. Never quite knowing when you need to sweat your line of sight. Great work.