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A member registered Dec 11, 2015 · View creator page →

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Hmm, that's a first! Do you by any chance have a Phenom series CPU? From what I've been able to find, there seems to be some kind of issue with Unreal Engine 4 and Phenom CPUs which may sometimes result in something like that.

Hard not to fall in love with an object that chairming, amirite or amirite? Thanks for playing :)

Great video mate, thank you for the coverage! :)

Thank you! :) The zoom fulfilling a double purpose is a cool idea - for this project, though, I decided to stay away from mechanical multi-purposeness as it tends to be the most in-your-face one (not saying it's a bad thing - in many cases it may be exactly what you want!) and, the thematic ambiguitiy in this game being a bit in the background as it is, I feared it may completely steal the focus off of it, resulting in the game being locked in the "yeah, that game where the zoom also does X" shelf, without diving too much deeper. Glad you liked it, thanks for playing! :)

Haha, always happy to see people who do know their wood types! Thanks for playing :D

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Haha, thank you, was cool to see it being played and see your reactions :) 

Thank you, glad you liked it! :) 

Thank you very very much for the kind words! :)

Thank you! :) Yep, the file size surely is on the heavy side which is caused by tons on Unreal Engine starter content that gets packaged but isn't used anywhere in the game (like textures/materials of various rocks, grass, metals, what have you). Normally, you trim down the size by deleting all the unused stuff by hand before packaging (as there isn't really an easy, automated way to remove all the unused assets :() but because of time constraints, I had to made a decision of either adding more stuff to the game or spending that time on size reduction. I wanted to make the game as good as I could in the tight timeframe so I went for the former but I absolutely agree that it is a lot, for which I'm sorry ;)

Thank you very very much for your feedback, I'm very glad you liked it! Don't like jumpscares either, I feel like they're the lazy way to create cheap thrills and so I avoid them at all cost :) As for the theme, I went for a slightly different approach to it since it was Dual Purpose Design and not mechanics specifically - thus, I decided to focus on other elements of design, such as the plot, character (or rather - chair ;)) development or level design, leading to the general ambiguity. Thank you very much again :)