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Shylencce

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A member registered Feb 18, 2021 · View creator page →

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Like all the little details you added, like the gradual fading of our big bud and also the sound effect changing depending on how much theyve faded away. Also really like how you made a large character speak with a small speech bubble.

Like how we can see things in the distance and learn about the world a litlte bit. It is a little confusing for both rooms where to go though.

Like how you are following whoever it is for a long string of rooms, really makes you feel as if they are jsut out of reach, seeing them walk through a door every time. I believe I got the good ending? staying when the old man says to stay still and I stay. I guess tihs means we are letting whoever we are holding on to go?

Really like how there's multiple paths you can take, and also how the various trees and placement of the wolves really makes you feel as if you are trapped in the forest with them.

Love the music that goes along with the game! It was more fun controlling two hearts at once and trying to min-max collecting the right shapes. Maybe the bad shapes represent diseases or death?

Same! I interpreted the game to be our life, from birth to death, we get bigger as we grow older, making new friends along the way turning the orange circles into green circles etc.

Really like the random / luck aspect of the game, providing you with either good or bad blocks at a time. if i did beat the game I'd say it was because of my skill, but I haven't finished it, so...

Love the color changing mechanic, maybe you could add more colors or even being able to unlock certain colors along the way! I did get stuck on one level, with a black platform on one side of the wall, I'm assuming it's supposed to be moving to allow us to jump over.

Like how you implemented a sort of gravity mechanic when you refuse to press up when pushing the bar up. Also like how it gets harder to push the bar up as time goes on.

Like how the circle speeds up as we get more points, the size of the circle we control adds to the difficulty as well.

I interpreted the green ball as our pet, maybe an alien or a slime of some sort. Like how we can approach the camera with our slime as well.

Reminds me of flappy bird, also kinda like how you're dodging your responsibilities and are getting used to dodgnig them but then you suddenly get the vertical ones. Can't escape them!

Love the background sounds really adding to what is happening in the story, like the zombies approaching, going after jarold, and the unseen stopping him from ever being born.Maybe you could add more years to jump forward/back to add more to the story, like how did Jarold end up having the ingredients to start the apocalypse?

Like the randomization of gumballs. Is one rarer than others? I only got purple like once or twice. Also liked how the color/color name changed every time you got a new gumball. Is there a secret gumball color you're hiding somewhere with like a 0.000001% chance of appearing?

Love how the music changes depending on who you're talking to. Did you make the music yourself? I especially liked the intro music.

Love the images for each artefact we look at, and the choice of font and color really makes it seem that we are looking at things we aren't supposed to be looking at.

Agree that the game leaves the relationship to the creator open to interpretation. I like how dialogue and choices were in seperate columns, and to progress we had to essentially press e and let the creator person continue speaking and show/describe the world to us.

Really like how we are suspended over the grinders over a period of time and are left to the mercy of what I assume to be our parent. The sound of the saws really adds to the creepiness of the scene. The teleporting is cool as well, disorienting the player, because the parent is so cryptic and everything. Also like how you made the itch page match the theme of your game!

Like how each choice leads to a new scenario, you can keep to your path by staying curious or instead try to fix problems with comms for example. Also like the typing effect with the text, providing a sense of suspense because we don't know what our choices will bring.

Agree with this, its like the player is panicking and doesnt know what to do and is frantically going back and forth trying to find a solution. I also really liked the "checkpoint" mechanic allowing us to redo our choices.

Love how you turned typing into a game! I like the feedback we get when typing in words, as if we are actually typing them in word by word. Also like the background and the simple font really adding to the emphasis on text and typing everything out.

Agree that learning about the history of the family is fun, also like the randomization aspect of where we go every time, finding new information about the family.

I also liked that we are stuck in a loop of creation and destruction, like the cycle of life, people and things die and are born every day. In the game world, gods work is never finished and must keep creating new things.

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I actually ended up cheating and taking a picture of the patient chart, but still let them die when I tried to take one organ rather than two because I didn't read the entire text regarding the blood pressure.

Like how the escape from Timmy is gambling and yet is no escape at all, as we end up breaking our bones and spending our winnings on med bills. Also like that we can go broke from gambling lol. (Was kinda difficult for me to do so cuz i kept winning somehow

When I was taking a picture for my notes, the camera recognized a face!

The eyes and expressions changing really make it feel that you are having a conversation with someone, agree with previous comments that there is a slight uncanny valley feeling. Also noticed that some choices led to the same dialogue, even though the choices were different

I like the repated encounters with enemies, does reflect the grindy aspect of some rpgs. I couldnt seem to find a way to beat the boss, because it does 1 shot. Maybe theres a way to get more max hp?

Love how the choices you make reflect the game dev process of choosing how things look in the scene, and actually playtesting it. The different components being modified really adds to this effect. Like the swap from 2d to 3d when you actually playtest your game.  

Like how the background is just white on blue, going back to the squid questioning what space is. The game is a space for the squids thoughts. Like how the squid asks if we are all squids, maybe we all have a white box for our thoughts.

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Love how the game is very meta, about making a game in Unity, adding 3D objects and the fps controller. Having the choice of what to add like cubes etc makes it really feel like you are creating something. Also like the dialogue when you add an object other than the 3D objects.

Can anyone beat my stats?

Also like the two text boxes for narration and dialogue. Also liked the randomization of stats as the character restarts in a new life, basically restarting the cycle. The character doesn't remember that they DID reset.

secret ending 3/3

I wish we had a LeMew hall on campus!  Love the indication of which button / direction to go with the green highlighted letters. First play through got to secret ending 3/3!