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theramentrain

41
Posts
9
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A member registered 37 days ago · View creator page →

Creator of

Recent community posts

I would add some music. Love the red text against the white on the black background. The exploration in your game is pretty good, though, and now I'm craving boba.

The mechanic of guessing the time for damage is very cool, but I think there should be other mechanics, like rewards for guessing close, for you to use in the fight. I loved the change in scenes, too. Great job!

Right off the bat, I'm scared. The cover image seems to be a repeated collage of sentient robots. I'm not sure how to get the good ending, but everything here is well coded and designed. :D

Dang. 4 out of 5. Please review the text layout for the title screen and slightly center the question and answer text, as I couldn't fully read them. Other than that, this was nicely coded, with a counter for correct answers, and was well done.

I LOVE this game. There's so much exploration without it being confusing, and I wasn't able to obtain all the endings, but the story is well-written. Good job communicating player input, too. :D

I spent like a minute selling my wares. INFINITE MONEY GLITCH!

Jokes aside, I love the interface design you chose. I'd simplify the game a bit, though. The various locations added variety, but confused me as I went along completing objectives. Great job!

Aw, this game was relatable. I got to all the endings, and I wish there were more. Well coded. :D

I wish I could've seen the instructions a little better when the scene changes. I actually looked behind me, no idea why. I like that hidden element a lot with the red text.

The fight with the heroes was legendary. This was extremely well written. However, it was a bit frustrating that I had to scroll to read the entire page at times, but it was completely understandable given the narrow font. Try changing the Pos Y in RectTransform in your Text object. Other than that, you're a great writer! :D

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The revealing text is a bit slow for a fast reader like me. Great choices; I felt they were impactful to the story at hand. You nail the tone, also. 

I like how our choices tinkered with a multitude of variables. It made me think about my choices for sure. It's giving "60 Seconds," where you have to balance food, water, and other supplies, like a gas mask when radiation leaks into the basement. Nice work.

I failed to meet the requirement. :( .. while doing it all in my head.

Though this interview was very well-coded, and I actually feel like I'm taking an exam. Let's consider other subjects that aren't math.

This game was very cute. I notice that your custom font doesn't have transparent backgrounds for the characters, but it can still get away with a drop shadow. The music was a nice touch, making the game feel even more whimsical. Good job!

Great job blending the text-based interface with a 3D modeled game. You communicate the desired input to the player very well, and this simple game is well-constructed.

Nice jokes. The contrast between the totally real image of a comedy bar and the plain background/text in the game is funny as well. I got most of the jokes, except for the 1+1 one. Is that supposed to be a visual interpretation of a window? 

I'm already very curious about the redacted text in your description. As for the gameplay, there are cool elements, such as the messaging box, but I'm not sure how to progress. Nice design.

The audio gave me a scare and made decision-making feel urgent, and I love how the interface matches your itch page. Please level the background audio; otherwise, good job.

Great theoretical description. I'm a fan of the fact that you don't make it too obvious which key to press, so the player's more incentivized to read the great story you've compiled here. Nice work!

Brings back memories. Great use of textures as well as the particle effects for the volcano, which can be bigger.

I didn't expect for you to interpret the text literally with assets in a game. Nice work. I'm wondering how you created the texture of the bed upright.

I noticed how when you enter the bathroom it shifts to a more proportional scale, which helps sell the fact that it's sort of a nightmare that you feel small, while darkness surrounds you to make you feel that way.

Good job with the terrain in guiding the player. The music suggests something solemn going on and I also thought that the 'window' at the end was a painting.

I liked the little details like 'your' bed and belongings being in the room with the other side of the room being bare.

I liked your use of assets - I'm wondering what the coffeemaker meant if it was the object that took you to the next scene that implicates a character.

I love the world building of your game, your choice of music and sound effects, and especially the animations - I was certainly impressed with the skeletons pushing the power generator and hope to add that level of liveliness into games of my own. Good job! :D

I'm a fan of the assets you've included, especially the apartment buildings.

The lighting just this game justice, with the slow unveiling exploration of all these foods and appliances. Great job!

The textures of the rug is really interesting with the way it moves with you. Love the atmosphere with the latter end of the sunset.

The architecture seems very complete and well-structured. Big fan of the lighting as it contrasts with the cloudy sky.

The.. inability to experience joy and pleasure. I liked the change in scenery after the certain number of loops. Great job. Visual language is strong here.

Great use of lighting, and also the physics with some of the objects in the room.

I liked your use of music as well as shadows with the objects projecting on the wall to kind of suggest a painting.

This game has a sort of a three-act structure and I love the world building and the visual language: fog, shadows, as well as the SOUND DESIGN - definitely selling the underwater feel.

The physics of the terrain are.. unusual but very fun. It makes exploring the perimeter intriguing, meeting the original characters, and looking for secrets. Very well crafted. :D

The whole theme of personifying the player as a bad thought is such a great concept. Great use of audio too, I was genuinely scared.

My heart kind of sank when the scene changed to the outer world. Nice work. The moving grass and the static from the radio are great touches to your world.

The use of textures a great! I really like the screen texture for the TV showing your selection of streaming apps. This wouldn't be the most dreadful place to be stuck in for eternity. Good job. :)

I liked the level of lighting you gave the flashlight, definitely helps sell the spooky night vibe for sure. Excellent work!

Very creative structures! Doodlebob is definitely aura farming on the plane.

I love the number of ways you messed with the assets in these rooms. I feel both free and jailed from the gameplay and I feel that's what you were exactly going for and nailed.