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vicdoan2

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A member registered Feb 27, 2024 · View creator page →

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I got all the music (and sounds actually) from pixabay. The links are in the zip folder if you want to check them out.

I enjoyed how unsure the game makes you of your choices, reflecting the volatility of being is a post-apocalyptic world. I wonder if there were anyways to end the game in a "good" way since I just got shot five times, or if the game even needs a good ending.

Originally I was going to make a game about interrogating something pretending to be human, but then I wanted it to be way more lighthearted so i switched to the player being the one trying to pass off as human and then the supernatural elements kind of filled in afterward.

Also since the spirit took control of the person without their permission, it is considered unethical. Always ask before possessing potential vessels in the future!

I wasn't able to see some of the game due to the fullscreen button not working,  but the dialogue I did read was really expressive, especially from the prisoner which makes sense. I think the say you portrayed the characters through just their text adds to the stakes of the game. You never know what'll happen from each question option!

I really enjoyed trying to find the pattern within each of the categories with mirror often referencing the self, masses referencing others and society, and millennia taking about nature. Memento was an interesting one too since it seems like a part of all three with no background image to guide our thoughts. Lots of thought behind this game for sure!

I'd be interested in seeing an expansion of this game where the player character is completely and comically oblivious to the apocalypse during the whole game! The subtle hints dropped in the introduction are really great and it makes me wonder how an entire game styled like that could be like.

I really liked how simple yet so satisfying this game was to play through. It's almost like a stress-relief game with the customizing your own visually soothing creation! I think adding some other small visuals around the screen could also help this feeling of a cozy smoothie maker.

I really appreciate how every single element of the game is so lighthearted. From the gentle sound effects to the vibrant, soft backgrounds to the very wholesome story, its extremely calming to play through!

I really enjoyed how quickly the game could transform its tone. In one path you go from a cozy exploration of the market to being dead or trapped. Vice versa, I was expecting the sea to be a more dangerous place, but found a dancing mermaid which was very enjoyable. I'd really like to see how the game could be explored into a more depth story game, although I understand how much time the art must have taken!

I appreciate the personal nature of the game and how much your own life and thoughts influenced the direction you chose to go with. The "losing" yourself in the game is very easy to do, which reflects how easily we can all become lost in our own thoughts very well!

I like how very practical this game can be when brainstorming creative ideas for stories and other fiction! It can either help you note down what ideas you want to pursue or generate inspiration through the random character mind map generator.

Something small I really appreciated was the inclusion of a credits option at the end of the game. Just a small appreciation to you the artist and the sounds found online was a nice, simple touch I found.

I really enjoyed how well made the game was, from the art to the sound design. Building off of unkani grani's comment, I can imagine a version of the game were the the mechanics were more comedic with elements like having the player wait actual minutes for the duel to start and maybe humorous inner dialogue from the cat during the duel. 

I wasn't able to play the game to its fullest extent due to a bug in the beginning I think. However I think that the break in the game could actually be really interesting to implement and explore if you were planning to expand on the game. The repeating text adds to the sense of the baby urgently needing to be cared for while the player can't do anything to console it. It was be intriguing to see this unsettling use of text within a version of the game you could interact with!

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The game was a really quick yet very satisfying adventure when you were able to collect all the items to escape. I am curious where the idea to make an adventure game where you could get stuck forever stemmed from, along with the more playful narration. Was it inspired by another piece of media or something more reflective and personal?

The idea of moving through a space with a sense of urgency, along with the use of the keys reminds me of a game I player earlier today, The Macabre Madhouse. While you're able to take your time more in this game and the genre lends itself to being a sci-fi thriller rather than a horror game, they both have the essence of an escape game!

I definitely agree with tysoob below: the manipulation with the text in order to create a feeling of unease really does its job. The meta play on how the text is presented to the player was probably a really provoking way to bring them into the game when it was introduced, and I feel like you brought it in here very well!

The style of the game really captures the essence of text-based adventures, with a sense of mystery that differentiates itself. I can't perfectly match it with any other game, but it does remind me a little of the Henry Stickman games for some reason. Maybe its the element of going to locations to find clues, although my games knowledge is too limited to say for sure.

The part where you choose who the liar is really engaging since there's some stakes in figuring out the target during the Q&A. It reminds me of other games where you have to suss out and outsmart the NPCs to win!

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Everything from the perspective to the textures reminds me of picking up an in-game item that helps flesh out the story of a greater world. The brevity also helps add to the experience that this is a one time experience within the game. Also One Piece mentioned, 100/10.

The grey, minimalist aesthetic of the game conveys the mundane daily life of a college student really well! Even the italicized words make the game feel like the day is lazily drifting away.

The fantasy storytelling-style in this game really adds to the immersion in the game! The aesthetic of the interface that makes it look like parchment also contributes to the medieval setting.

Playing through, I couldn't finish the endings which really added to the urgency of the situation. It created almost a panic when playing the game which works really well!

I went through all three paths and was pleasantly surprised by the reflective "ending" sequence. The text on the simple images brought out calling back to simpler times really well!