Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Vent Haven

23
Posts
1
Following
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

The atmosphere of this game is so think and foreboding. The descriptions are so spooky and strike a great balance between between horror and the game play necessity of clear traits. i think it feels more like a real logic puzzle than it did last time i played this. if i had to add anything it might be more proofreading and stylization in the prose. i love the new ending as well.

i think the story improved a lot and i like the new conversations with the light. i do with you had maybe shaken up the morality a bit more and had more than too endings. the theme the light brings up of compassion contrasted with being forced to choose between to horrible people is really interesting and i wish it was reflected more in the results of the game.

i love the red background, playing on full screen it felt so oppressive and i had to recover when i closed the game. it took me a long time to get what i think is the good  ending and then i was getting the bad endings it wasn't always clear what was happening. i think the biggest improvement you could make to the game would be to give the player more feedback for their choices. it sometimes felt like i was just guessing the correct path. the writing style is super interesting and i love the idea of thinking like an eldritch horror. the conceit of talking to the world like that was great.

the game looks great i love the choice of font and color along with the images. it really makes me feel immersed in the world. that said some of the text colors in dialogue could be a little heard to read. aside from maybe needing general proofreading you have a problem with not putting quotation marks and only inconsistently doing paragraph breaks at the end of dialogue. otherwise i think the story and writing are great and i like how much detail you added from the previous version. I wish you'd made it a bit harder though. I love the opening and i love what you've added to it, its a great way to set up the stakes and draw the player in immediately.

the idea is really great and i loved the writing style, each character felt well realized in such a short time. all the storylets were fairly simplistic, but that was only really a weakness on the lust storylets because they were taking on a more complex and fraught issue. i really hate to say it like this but it felt very male in the perspective and gets way more uncomfortable than the other paths, i think your content warnings don't quite cover it. the visuals were very smart and reflected the character really well and helped a lot with the clarity and tone, something that's needed with such an outlandish and surreal premise.

I like the vibe and the descriptions of stuff, especially the monsters, it was very scary, and the extremely weird things that you encounter. The problem was I had no idea what i was doing or why i should pick something up or not, i played through the game several times and every time it felt like pressing on options randomly until i reached the end and chose from the same three endings. I think there is a good horror game here with good use of images it just needs more clarity behind the mechanics.

(1 edit)

Absolutely ingenious premise and gameplay. The newspaper was absolutely inspired and the challenge of comparing the paper with the options was a compelling gameplay loop. I got code errors on the second rotation that made me unable to progress, but I thought that the loop was a really smart and I like that it adds new storylets into the pool. I think the issue might have been that the storylets being don't refresh on the second cycle but that's just a guess. There were a few times where I couldn't find a good choice based on the newspaper but most of the time it made sense and was very funny. The waver with the timer was my favorite joke.

im pretty sure i didnt leave those notes what passage was that cause it sounds like a bug

(1 edit)

i liked the idea a lot and it was so tense trying to pick a number but the code seems to be a little wonky. i didn't always get hints, i saw one hint with a stray parenthesis, and i got an error on the you win screen.

i loved this one, the characters were extremely compelling and made me want to stay and try every combination of choices to try and find an ending where they stick together even though there probably isn't one. There were a few minor typos but mostly the presentation was great.

Great breezy slice of life with great character writing, all the characters feel very real. my one constructive criticism would be that the game mostly comes down to the first choice but it makes some sense in context. i liked the realism and frankness with which you approached sex and relationships and loved that all endings are basically positive and don't feel particularly judgemental.

This game was so stylish, i loved the way you used the visuals and the tone of the writing together to create a really compelling scifi vibe. I wish i had a bit more choices, especially because of you ever chose an uncharted path you get locked into it and don't get more choices. I loved all the weird tech and unexplained stuff and the tone is brisk enough i never felt like it was being dragged down by how many concepts you were introducing, their vibe and meaning came across really well.

The presentation of this game is great and reflects the tone of the story and characters really well.If anything could be improved it would probably be to have more differences between endings and story paths given that both endings are a car pulling up and you talking about love of chase and taking your meds it just feels like both end up in the same place despite superficial differences. this is a great concept and i felt like it was well executed, particularly the gradual reveal of sally's violence and true nature.

i loved the premise of the game and the way that the moral questions ramped up over time, but I'm a little disappointed in the main ending i got. i like the ending if you refuse to feed the hunger but if you do it seems like you only have one ending and it seems like it doesn't give me as much to chew on looking back on my choices as the hunger being released. I also quite liked the style and the text colors and how much it communicated to the player.

i like the premise a lot as well as the execution of you slowly figuring out what is happening. very funny with a good mystery. i think it could have used a bit more in the mechanics department and the choices were inconsistently presented, for example in one section you choose a description of what you say (gaslight) and in another the dialog is written out in the choice link. 

the idea is really solid and i like the inventory and the other systems. the writing is pretty good but could have used more editing to make the parts fit together better and clear up some mistakes. i think it could have used more detail and explanation of what is happening and how stuff works both in the main timeline and the time travel. also i think that the magic supremacist timeline was well written but i think it was poorly considered from a thematic/procedural rhetoric perspective.

the presentation is really great i love the font, use of color, and the images you used. i really liked the investigation and guesswork mechanics but the clues for Cryptid #2 (i think) were way too vague and i only ended up getting the good ending through trial an error. if you had way more time id say that you should randomize which cryptids you are looking for and the attributes in the guidebook.