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SCPD

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A member registered Sep 30, 2025 · View creator page →

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Finally found a comment with similar scores. And I also think a background image from our canvas or something would make this better

Yeah, it’s giving player a perspective from what is speculated from a dog, feels unique

It’s very interesting to see how the output is different than what you expect from the input, like what we did on class that day

Yes the game screams DnD, both the narrative and the mechanic

I agree, the battery system, especially started with as low as 13% gives a sense of dread that most people in 2026 are very familiar with so it’s easy to resonate with the urgency and pressure the game is trying to give the players 

The “N” prompt is probably the main attraction of this game, see what funny meta narrative you have in stored. It would be better that if you set a “No” counter and the dialog is based on the number of No player had entered, instead of a specific dialog for each individual question. That way your meta narrative would be more logically consistent

The key prompt is included in the narrative, and not highlighted out like a game UI, and in this case it could be more immersive if it’s made more diegetic, such as pressing certain key not only progress the game but also does something to the machine in the game story

This game have a lot of rooms to go so navigation could get a little overwhelming for players. It would be better to arrange the location in different position based on their function, such as where to make money and where to progress the story

The interface design is visual language of computers and virtuality. Perhaps it’s referencing some story world building where everything is in a simulation

I think this game is directly referencing the phenomenon described as “involution”, meaning when jobs are hard to find because everyone is hardworking, so people keep trying to work harder and harder that created an unhealthy and inhumane competitive environment. The game is a comedic sarcasm to that.

The narrative gives out a heavy lord of the ring vibe, might be the reference of design inspiration 

The game was pretty hard and the choices were close enough that you had to be careful. I believe that the answer checks are just an Input.GetKeyDown check but there's no boolean check to lock you out of restarting the question. If you just spam a correct and incorrect answer after being told the right answer, you can get some pretty high scores.

The navigation is working well for the most part, but I did found a bug where I got stuck in “I close my eyes, steadily breathing…” and no option responds 

the room directing worked fine and clean, only technical issue is that when I press Q the game freezes and stops responding instead of quitting. Not sure if that’s script or itchio issue.

A mysterious game. Some ending left me in suspense, makes me really want to know what happened, how it happened what did I just walk into (it’s a good kind of suspense, not saying your narrative is incomplete)

the description and narrative is somewhat comedic, I wonder what’s the reason behind this style to be paired with the story of this game

I think the red colored text brought out the horror context and the foreshadowing for death endings

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It’s a narrative adventure game. It’s interesting to see the dialog and the direction of the story based on my choices. The combination of text font, graphic and music really brings out the vibe. 

Though the text print speed is a bit slow I wished there’s a button to print all text

it looked like a message text simulator, I was excited to see the game's capability to recognized different text, however I can’t seem to get past the first message. I tried typing yes or no but there’s no more response or updates.

It’s an adventure simulation game with random event that affects the resources you have. The narrative makes the progression fun. I find the island adventure interesting, I thought it was a good resource farming spot before realizing it’s draining my crew member.

really liked the background, even it’s not high resolution but still sets the mood right, and the color scheme is consistent with the game objects so it blends perfectly

the systematic placement of objects that kinda go against the usual principle accustomed by our society, combined with the text at the beginner, delivered the biblical creation vibe very well

the lighting sold it. It reminds me of playing Phansmophobia

That window at the end gave me a brief moment of cognitive disorder there

the scale and ratio are perfect, feels like the authentic recreation of my freshmen’s year dorm, which helped a lot delivering the awkward yet almost funny vibe the goodbye felt

The minimum setup delivered the message of the game very well. The final room worked to reinforce the idea, where players can feels some kind of joy from being in the position where someone else is suffering from the noise and not you

the music, fonts and narrative do very well together to give it a funny causal party vibe

the scope of this project is shocking. All the details worked into the narrative world building and encourage players to find meaning in this game 

loved the day night cycle, it combined with the map design and gives unique vibe at different time to keep the coin seeking quest dynamic and refreshed

I don’t know why but I feel a subtle feeling of joy for being able to sneak around this huge space where I probably doesn’t belong to in the darkness with my light

the background of an open horizon works really well in doubling down the bizarreness and abnormality of this space

the sky and lighting fits perfectly with the tone

that single chair and desk under the dead center of a ceiling light, placed at the edge of the huge empty room facing the near wall side, REALLY gives me the feeling that the main character hates his life here. If it’s an intended foreshadowing then it’s a good one

different iteration of the same scene that does a chronological story telling is a really good

the player navigation was really great, especially that lit mountain. It actually encourage players to explore and think about it first to figure out where to go next, before concluding that the lit mountain might be the right place to go

I liked the narrative, the relationship between characters, it subconsciously encourages players to try get to learn each characters' name and find everyone hiding in the map

loved how the walls are curved and uneven, simulating biology

I was really surprised the outdoor scene, didn’t expect that. The scope of work and level of details are amazing

It’s simple but exquisite

I’m jealous to see how well the skybox fits seamlessly into a whole. Tried to do it myself but failed miserably