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starlinggames

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A member registered May 24, 2019

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Fascinating! I enjoyed reading the description and listening to the music.

1. The game is brightly lit (for the most part) and has a generally colorful atmosphere

2. There are relatively few jumpscares or explicitly terrifying scenes, and the ones that do exist are quite tame by conventional horror standards

3. There is very little in-game writing/story beyond the instructions and flavor text

I like all of these things! I feel like #1 is actually pretty common in the horror video game genre with games like Doki Doki Literature Club, Dreaming Mary, Jimmy and the Pulsating Mass, and Rusty Lake (sorta...), even if it's not common in conventional horror. I think it really does work in this game -- you know there's going to be horror and clowns and scary clowns are a well known concept, and part of that concept is it's a brightly lit funfair and kind of a creepy cute, so if that sounds like a good idea to you then you know what you're getting into by clicking on the game page and it's like an advertisement. But, the way this game handled the horror by making you then torture the clowns was still surprising, and really good after it puts you on edge by making you feel like you're the one in danger.

I also really liked how there was little writing or story! I think it's fascinating to be able to tell a story through visual or gameplay elements instead of words, and it really worked in this game's favor by having YOU be the one to torture the clowns. The gameplay really worked with the story very well.

Wow, thank you for this breakdown of how you did the art! As in my prior comment, I liked how the clowns all looked distinctive and unique and seeing the concept art and color testing is really interesting. I also appreciated the lack of a joking tone. I feel like there was already a good balance of cuteness the first time around, and I think telling the story by forcing the player to do things to progress with minimal verbiage was a really strong choice!

I also got a Rusty Lake feel from this game though I don't know if it was because of the similar point and click mechanics and creepiness or if it was something from the art style. 

I appreciate the lack of a time limit on anything, mostly because if you fail it if you want to continue playing a horror game you have to experience the entire game again and that makes it tedious instead of scary. I think it also helped the tension in this one for the player to have time to realize they were going to have to torture the clowns. (Though it might be a good creepy thing to panickedly destroy things you don't want to as well?)

 I didn't really think about the backstories of the clowns -- I did notice there was something odd in Miss Stretch's background photos, but the implication of whether this is a real girl/what happened before went over my head. But looking at the game overall, I felt like the visual elements were the right amount for the gameplay and story, and I felt like there was a good amount of variation so I didn't get bored.

 I feel like horror is a genre where often I don't feel like playing again, especially in the case where it has me doing something bad, and that's makes it a success in the genre's eyes. This was a satisfying story.

Pretty cool game! I got here from r/webgames. At first I went "is that it?" but going through the second time around was both disturbing and entertaining. Forcing the player to hurt things is always a really creepy trick in horror games, and it was well done here. I like how varied the clowns were, and the use of the flashing images and sound effects, like the red meat image and the snapping rope image. Changing the background photos after destroying each clown was a nice detail. I think my favorite is the jack in the box that turns its own lever.

Aw, this was a pretty cute game. I liked the inclusion of a nonbinary character in Amal but god did the speech about queerplatonic relationships sound canned. I enjoyed the radio minigame, though I don't understand the first ending I got which was something about my sponsorships and social media replacing me caring about the ghosts. It seems the second ending I got after lying about the pineapple pizza worked out better.

I'm a sucker for "make the bar change length" games and this has nice graphics, sound effects, and music to match. It was a fun 10 minutes or so. I would love to see this developed into a full game.

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I stumbled through r/internetisbeautiful to a coffee site to this game. The journal, sound effects, and icons are charming and welcoming, the old-school Alchemy gameplay is relaxing, and the aesthetic is pleasing, but...

... the gameplay is way too hard. After getting the axe, ore, and fire, I had no idea what to do next other than to combine randomly. I resorted to the cheat sheet which told me I had to create mud, and mix the mud with water to create clay (?) which is a bizarre solution I never would have guessed. And these bizarre solutions keep coming! I so often felt like I had to guess what combination to do next and nothing was working that I had more fun looking at the cheat sheet and following it instead of trying things out myself. Which is a shame, because there are nice puzzles like the eye of newt and leg of ant one in the journal-- I just in a million years would not have figured out the prerequisites to those puzzles myself. Some of the worst recipes were honey=bee+behive (not bee+flower, not bee+bee, not bee+syrup...), jar of herbs (the salt comes in a glass jar on its own, the hourglass just needs glass with sand, why doesn't herbs+glass work), wood pulp (I just never would have got this one). I think it could work if there were more journal hints and lore about what to do next, like something about the mixed seeds sprouting in different conditions, or a little bit about how paper is made so as to hint you need to do it with an axe, though of course that leads to the requirement of needing a lot more writing.

As a side note, I think this uses HTML drag and drop, which, while a decent solution for combining things, is extremely unappealing to look at with the plus sign and the semitransparent dragging. I guess it's a lot to ask for a custom built version but it would be nice to have something to fit the very cute atmosphere the rest of the game builds.

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So, the art is very nice but the RPG is very hard to play and has a lot of annoyances. I played up to where the koi abandons you and could not defeat the next eye, so I stopped playing.

First of all, the battles all have the same pattern, so they quickly get tedious when it's just buff and attack and heal. There are also a lot of them, with about 5 identical encounters per stage and you often need to defeat all of them to get an item to progress. There's a little bit of story/visual teaser behind each battle, but this isn't enough to make up for the tedium of slogging through 2 minutes of the same strategy. Even the boss battles with the eyes are remarkably similar.

Some other visualaudio annoyances: the save menu has a time delayed popup that makes it very annoying to have to wait for it to disappear to actually exit the menu, or it'll come back up. Defeating the eyes plays a loud and continuous flute attack sound that is painful to listen to. The battle OST is ok, but the experience as a whole makes it grinding and unpleasant which makes me want to stop playing. There are also quite a few typos for important items such as "Repord Card" that should be fixed.

I also think the animation sequences after each boss battle are too long. The art is interesting and nice to look at, but the sequences are just so long and not information is being shown per second, so it gets boring to look at. As a suggestion I think it would be good to break the animations up as post-encounter rewards instead of the black and white images that show for a second that Achille can't quite see, which get a lot less creepy after seeing the same vaguely creepy vaguely unseen images repeated. They may be different but they're not very elucidating, and so kind of blend together. That would reduce the amount of waiting overall. 

Of the story I've played so far, I also don't really like the koi. He keeps urging Achille to progress despite Achille's protests, then says this is what Achille really wants when no, Achille's right there protesting all of it saying please help me and don't leave me alone. I don't think he's a good friend not because of supposedly dragging Achille along or not letting Achille grow strong on his own but by his refusal to listen to whatever Achille's saying and instead deciding what he should do for him. This was especially bad when for the third arena the young Achille asks the current Achille to defeat the hands for him, Achille doesn't want to, the koi says he has to, and then Achille is bullied into going along with it, AND THEN the koi says that for some reason they 'have' to do this and Achille 'must' proceed when no, the only one forcing things is the koi. So watching their character interactions ended up with me just shouting in my head SHUT UP AND LISTEN KOI this entire time. I'm also not sure what's up with the monsters and the dreamlike parts, it's all very severe and I think it could help to have some lead up to the more dramatic moments rather than have it all in your face at once. It seems like the abuse Achille's younger selves endures is extreme to the point that it's sort of unrealistic, so I'm not sure if that was a point towards anxiety making fears or experiences into overwhelming suffering. I wish I could've gotten to know Achille himself and his thoughts on his situation more rather than the exact details of bullying, actually. Perhaps there's more resolution after I stopped playing, but I do know that where I stopped playing I left the game feeling drained and confused rather than like I explored someone's mind.

I'm very confused by this game's ending. The jumpscare came out of nowhere, and it was so random that I didn't even feel scared by it, just surprised and confused. The spooks that were the rabbit plush and the file folder just seem out of place when there's no story attached to it. There's a lot of visual elements that should be connected by a narrative that just aren't. I see in other comments that these items are representative for PTSD and the whole game was a creation of the mind, but this is not in any way explored by the game itself so don't go in expecting that. It's also not really a game about being a police dispatcher, with two 'joke' calls that take away from the atmosphere and only one serious call that quickly dissolves into randomness.

I also thought the voice actor for the child was trying way too hard to be cutesy and came off unnatural.

I think the scariest part of the game is where the settings say that it has voice recognition, and the fear of what that would entail, because it doesn't seem to have come up in the game at all.

Love this idea and this game!

Cute and really enjoyable game! I love the imposter syndrome theming and the idea of peeking at other martians' assignments to figure out what to do. The only gameplay suggestion I would make is to auto-close the peek menu when you hit left or right instead of having to click to close it which is kind of tedious, if you wanted to extend the game into something longer.

Adorable art, interesting mechanic. I think the stats need some more explanation - is it a simple check of whatever's higher for the monster's stat? How much is the roll? I think putting the project notes into the game would help a lot with explaining what's going on.

Weird game. I really enjoyed the premise of being a burglar in a creepy house burgling a murderer, but so many things make no sense. Why does pressing random buttons on the landline create a circle of light? Why would I fix this clock so it ticks? I got the first ending where I escaped with some valuables from the locked rooms, and I want to find the second but I got stuck unable to find the safe code.

Piece is mispelled as peice in the intro.

I would recommend putting a screenshot of the gameplay in the screenshots section, so people coming would know it's a game like Insaniquarium instead of only a renpy visual novel. I played for a few minutes, buying a few fish, but got bored with the lack of progression, so it might benefit to speed up the unlocks.

A great sequel to Cheating Death! I love the twist. At first I was going, what? The detective is actually named Kyl. T Knight? Why are there bell peppers in the trash? And hm, the killer that keeps getting me has spiky blond hair... Oh well, I have this thing to fill out. But I can only select Guilty... and then the ending made me shout. The hiding elements were again well done. I was a bit confused with the tutorial at first which didn't explain anything but dying a few times cleared up my confusion. Overall really fun game. Would love to see what comes next!

Really superb game that relies well on its fear and anxiety. I'm happy there was a strategy that generally worked (hide under desk whenever possible, keep an eye on the window shadow) because the terrifying process of getting to that strategy sure as hell kept me on my toes. I also appreciate the representation in the doctor victim. I ended up playing this game several times, once on Baby mode, to get the details and fill out the papers in time. Finally, I really enjoyed the final "Kyl. T Night" (kill tonight) tape upon review. The first time I heard it I was way too stressed to understand what it meant other than "wow, what a weird name" and "this audio log sounds very unprofessional" before I realized that it was referring to the very specific objects on my desk and my work ethic that aren't related to any murder case. I love the fridge logic that makes you realize hey, this friendly phone call to me might not have been so friendly... and I liked the bad ending you can get if you're too jumpy and just want it to end and go to sleep. 

Excellent experience overall.

I spent a stupidly long time on the character creator which was very fun. The gameplay of assigning elves to tasks sounds fun. Would love to see this game grow!

This was very lovable. I had some trouble with the interface keys but I suspect that's part of the 90s charm. My pet is adorable and loves me. Or watches me, was it? I loved how later on it pressed the buttons itself to tell me to feed it, it's so smart. I'm sure the finger I fed it was synthetic. I'm sure we'll be best of friends now that it has hatched again

I love the a lot about this game, especially the theme and ideas! The introduction of the thing in the woods was excellent. I especially loved how the monster blended in with the trees and was so surprised when they got me the first them, and then I started noticing them everywhere after that. It has a really good amount of wtf is going on, this is kind of spooky but nothing really to run away from yet...? I'm slightly afraid but not terrified? The dark and moody grayscale and the music lends a eerie atmosphere that fits very well. However, I think after that the tricking could have been more subtle: I really liked how at first the mother seems just kind of off, asking the child to pick vegetables right after she supposedly nearly got killed by the monster, ordering her around, and the fear about the monster in the woods, but "I would hate for you to meet the same fate as your sister" is very unsubtly rubbing-hands-evilly-together evil that I felt it ruined the twist where you hide from her, the actual monster.

I only got two of the endings, but I agree with another comment in saying that I wish there was an ending with the girl and monster together. Both of the ones I got involved the girl getting adopted and growing up and dealing with trauma in very literal terms and therapy which contrasted a lot to the strange and dreamlike atmosphere of the game. I didn't really enjoy the tonal shift or the endings that much. Also, replaying the game to get them was a pain because it was slow and the choices necessitated restarting, which stopped me from getting the third ending.

I enjoyed the nonbinary sibling and how the girl could recognize their gender, while their mother could not, and the implications of just what that could mean for their death. The different use of pronouns between them was well done.

I also think the endings could be improved if they had been split up differently. IMO giving the player choice to walk during the scene where the monster is menacing the guardian would work really well, as you could decide for yourself whether to turn away and go into the forest or go in to stop. I also think that the split between not wanting to see your guardian die and wanting to get away from the guardian could be better if it wasn't so distinct... not wanting to move away from the woods and the monster isn't a mutually exclusive feeling from not wanting the mother to be killed in front of you. But I guess if both those endings are about re-entering society and growing up it doesn't make much of a difference overall, in the end.

This was alright. Kind of one note, there's one twist and then not much beyond spooky visuals that don't connect to a them and don't explain anything.

Fun! I had to finagle it to get it to work on Mac with another user's comment but it was an enjoyable and slightly creepy game with creative meta uses. I thought the amount of meta stuff was very well-controlled. It wasn't enough to be overpowering, but enough to be a little creepy and memorable.

That was deeply unpleasant and really good. God, for each scare I was expecting I was turning my laptop screen away from me and turning down the sound. It definitely took me away from my "this is just a game in a computer screen" and I had to say to myself in my head "It's just a game" for the animal fear that this game started in my brain.

Absolutely brilliant scene setting: the limited "house survey" arrow keys are so realistic that the rest of the game felt horribly plausible. I love the touches of the placeholder names. 

I was expecting jumpscares so I am very happy to say that there aren't any that are very startling or unexpected, and it really is atmospheric horror all the way down. Somehow, this game makes you feel like you are the one who has to expose yourself to the horror, by clicking on the objects or entering a room or rounding the wrong corner. My favorite moments are


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the one where the scan has failed and you have to open the doors again and look through them, and the timer of which I was certain had a jumpscare at the end of it and was terrified every second. 

The end and the meat theming wasn't too bad, in my opinion it reduced the horror to see it go from a horrible semi-realistic house to a fully fantastical ground beef people and meat dimension, of which my heart is grateful for.

Really fun game! The first chapters and fighting doors and printers made me laugh and the gameplay made me stick around. The art for the gods is gorgeous as well, whoever made those deserves all the praise in the world. All together, excellent!

I found this a few months ago on reddit, played it, promptly lost the link, and then remembered its existence today. There are two specific things that stuck in my mind that I'll put through rot13 for spoilers.

1. Gur qenjvat bs gur arg (naq gur ovttre arg)

2. Gur irel perrcl naq jryy qbar fgbel nobhg Senax, bs juvpu V pna gbgnyyl haqrefgnaq jul lbh jrer bofrffrq jvgu

Bug: Creating a Thaumic Scroll decreases Mana Capacity by a little bit instead of increasing it.

I put it behind rot13 if that works?

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"I also recommend this amazing sapphire RING that will allow you to make a variety of magical attacks. It draws power from the dungeon itself! You may have it for 60 crowns."

>buy ring

You buy the ring and slip it on. Now you can type POWER (P) to use it! Note, using the ring will drain a few hit points.

THANKS, Varnthlorian. Draws power from the "dungeon", sure.

I mean, it did end up drawing from the dungeon but this made me laugh. :P

I like how you combine learning with the game, where rather than just building up your combat skills you have to pay attention and figure out patterns. That seems to be a common trend in your games. 

Gur Fvyire Xavtug jnf n irel qvssvphyg chmmyr. V svtherq bhg lbh arrqrq gb punetr hc n oynfg sebz gur qhatrba riraghnyyl, ohg V arire tbg cnfg gur cneg jurer nsgre lbh rkcbfrq vgf trnef lbh unq gb fnir n evat nggnpx gb xvyy vg, naq unq gb erfbeg gb uvagf. V xrcg n fnir gb gur fgneg bs gur onggyr juvpu znl unir jbexrq ntnvafg zr, vs gur EAT qbrfa'g erfrg orgjrra fnirf.

Short and sweet game! One suggestion I have is to make the Messages more obvious because it's easy to miss them.

This is a cute game with a lot of comedy. I thoroughly enjoyed the messages.

I really like the Cost Efficiency option. Makes my life a lot easier.

I absolutely love the Alchemy-like mechanic of making new spells using your glyphs. It's an unusual, as far as I know novel, mechanic in clicker games, and there's a sense of joy and discovery that really feels like you're just learning how to use your magic crystal ball.

Early game, there's a pleasing balance of things to read/things to click on, so you never feel like you're having to wait around for your resources to increase, but you also feel haste to read and try quickly so that you can keep your efficiency and momentum up. 

Also, excellent use of sound effects. It reminds me of Dragonfable.

Unlocked World: Oh cool, I wonder what new features this will bring.

They all have to do with space.

I should've known. Haha!

Love how you're able to use two copies of differently-augmented spells. (Or perhaps you're able to use two copies of the same spells normally?) I think it should bring up some interesting potential combination strategies, though I can't think of any that's better than using two of the spell you want to gather resources with right now. 

And this glyph-combination mechanic is a lot of fun. I'm doing strategic thinking that I don't usually do in clicker games (which are usually more basic math and on-the-fly stuff). 

I wish there was some mechanic that showed what augmentations were added to a spell (without having to hover over it), to differentiate the non-augmented and augmented spells which currently look identical other than their numbers, such as an obvious set of icons or a colored bar. 

For balance issues: when your mana gain reaches the point where you can cast Enskill and possibly Enrich Amber constantly, your skill gain goes through the roof, and all upgrades are outclassed. 

I love how the patterned plushie names have alternating colors to match their colors.

It seems to get slower in the mid-late game. I'm on the Lovely plushies, waiting to buy the Fairy plushie, and it's a lot of waiting. After investing into the Labor and Plushies tabs, it seems like the only thing to do is wait.

Ooh, Glowing looks really neat. Christmas's red part looks too dark.

Invisible Plushie made me laugh.

I wonder, what's Nimbus Plushie supposed to be about? I don't recall that being a Neopets color.

I love the Custom Plushie option. The CSS input/visual test is very nice.

The prestige mechanic is alright, but it seems to get repetitive since there's no more new content after prestiging (except the one new plushie). Perhaps it would be more interesting if there were more things to do?

Very nice game overall! I liked how you did a lot with few graphics by utilizing CSS.

Thank you for making this game!

I was looking through r/incrementalgames and found one of your posts advertising this game. Immediately, I was hit with a wave of nostalgia about Neopets, so I clicked on it right away. 

I'm currently producing green plushies. I play a bunch of incremental games at once, so if one starts lagging I can click over to another one and never have to slow down. I'm very happy to have this game as one of them.

The paintbrush-themed plushies are a wonderful detail. I really love your font and color choices, and your cheery, welcoming descriptions. I just clicked on the Spend tab and I can't stop giggling, "The Joomble Machine is currently asleep! It can only be woken by a party of at least 25 Joombles and promises rare plushies." is the perfect encapsulation of the cute, whimsical logic that kid-me loved. I can't wait to get 25 Joombles and see what epic secrets I'll uncover.

I'll be back once I progress some more. :)

You can go back to your save before opening the door to keep playing.

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A surprisingly difficult and complex resource manage sim! Expect to restart your game when bad planning means that your homes are breaking the branches you've built on, you've wasted all your seeds, and your fairies are all starving. 

Tips: 

Cast Light is a very useful spell. You can only build where you can see, but Cast Light allows you to extend the range of Sight Orbs. 

You can only build structures on top of trees, so don't chop down trees at your start point or it will be very difficult to continue. If you let them grow, you can harvest more wood from them in the long term.

Evergreen trees grow in winter if they have available sunlight. However, you do not seem to be able to build on them, so they're only good for wood.

I did not. I only got the crash when I tried opening the settings. 

Played the Mac version.

When I opened the Options menu from the title screen, then pressed X to get out of it, I got an UnknownError. However, after I started playing the game, everything seemed to be working.

The horror of the setting feels weird. I'm inevitably reminded of Five Nights at Freddy's, but everything here is too fantastical to seem like it could happen in real life. 

I was also somewhat confused by the introduction-- there seems to be a lot of subtext and what's-not-said in the Employee Introduction video, but from playing the game it just seems to have been a literal explanation of the game's mechanics? You are a manager and you're not the individual people trying to escape, and when one dies you don't become the next one, you 'hire' them. 'Wrong Turns' are the name for the procedurally generated dungeon, not a loaded threat or euphemism. Which reduces stakes quite a bit.

A lot of mechanics are also meta rather than horror-- you can find Employee Dossier items that give your characters skills, and there's nothing about how this is weird for a random security guard to find, or what the employees about it. There are talking trash cans that you can give trash for money. It's taken for fact as a part of this world, which makes it more like a pizza-flavored magical setting rather than a like-reality horror game. It's much more peculiar than scary. The drive to play comes from wanting to see more of the world, rather than wanting to see how bad it gets, or to uncover the mystery. 

While there is scary imagery, the game rewards you for talking to spooky things and knowing the mechanics of what's what, and it becomes an optimization game where you know what you're doing and can plan ahead for the challenges that come up. 

Mostly, I thought it was going to be a very different game than the introduction presented. 

The coffee making minigame was very enjoyable. It really had a quaint, soothing feel. I liked how the some customers would ask for their usual. There were sometimes graphical glitches on the coffee-making screen, where if I dragged a sauce or the milk pitcher onto something and then clicked too fast, the image would get stuck there. 

and navigate the encroaching advances of a predatory corporation bent on buying out your neighborhood shop.

I don't think this is true about the story, though. You don't navigate anything: the someone shows up to add your store to Starducks (Starbucks) and then the next scene your character has accepted it and the coffee-making minigame has been reskinned. I think this is a fault of the story's pacing-- you only have two days of coffee-making before the change, so you don't get too attached, and when the change happens it's not really meaningful to you as a player, even though it clearly has meaning for the NPCs. 

Also, the story is about Catarina navigating a shop belonging to her deceased father that she wasn't fond of and finding closure in that he really did care about her, but it's way too short and surface level to make a real emotional impact.  The customers are the ones who make the most of the story and show how her father made an impact on them, but Catarina has very little reaction to what they say. She barely reflects on what the customers say or what they mean to her, and there's no other scenes that explore Catarina's emotions or her relationship with her dad, and so the ending where she finds a photo and recipe he left her feels emotionally flat. She says she found closure-- but that closure barely connects to the rest of the game's story, so it's hard to see how the story pieces fit together to get her to that conclusion. She starts off cynical and angry at her father and her situation, and it's not clear why she changes her mind about either by the end. 

Overall, I think the story could have been written more tightly, but the minigame was fun.  It almost feels like the minigame was supposed to be part of a larger game (since it doesn't seem to matter how well you do at it) and the story we got was incomplete. 

Pretty cool! It was short and enjoyable.

On several occassions the triangle dude got stuck behind or between some shapes and I had to restart the game. :(

I had some difficulty figuring out how to control it at first, but I figured out to assume the mouse was the center of a circle and the triangle would jump in an arc around it. (And then I figured out keyboard controls too oops, which probably would have solved my first issue.)

I like the aesthetic of black and white on red, and I think it's pretty cool how you got it all done up in an html file.  I don't understand the components of the story. Billy is on one screen and can never be found, and the audio is slightly creepy and says it's an infinite paradox that you'll never escape, which seems to be true for the game, and also something about how Billy was never there in the first place (I thought I heard Billy as god the first time I played through, which I'm not sure about). I got to the point where the audio turned into a constant loud distorted mess and  went through a bunch of screens, but I couldn't find anything so I gave up.

Knowing that pressing 's' would restart the level was very useful.