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wekhter

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A member registered Jun 06, 2020

Recent community posts

Really cool concept, it was awesome to see the way certain thematic elements morphed as each developer added to the story. The menu was fantastic as a framing device. I think just one bit of standardization would have been helpful: letting the player know the controls for each game. Here's a quick review of each game, I tried to be vague so as not to give away what happens.

Game 1 - Because the menu used only keyboard input and mouse was disabled, it never occurred to me that you could use the mouse to look around in this one. I played it through a second time using the mouse to move the camera, and it made a lot more sense!

Game 2 - I got stuck here for about two minutes until I realized you had to click to advance the text.

Game 3 - I liked the storytelling in this one, but the controls would have made more sense with just one directional input instead of two (which is totally normal for isometric games anyway). Especially as certain parts of the game had left/right arrow prompts but actually needed two keys held down to register anything, but then at the end there was a part that accepted single direction input after all. The visual flickering was really unpleasant.

Game 4 - Very cool, loved the character models. 

Game 5 - The opening cutscene in this one was my favorite in the whole collection. Fun game.

Game 6 - This was my favorite one in terms of gameplay - just a lot of fun.

Game 7 - I find games in this genre really frustrating so I didn't enjoy this one at all. Some music would have been welcome.

Game 8 - Very strange, but I liked it.

Game 9 - The controls on this one didn't feel responsive at all, which might have been by design, but was pretty frustrating. I got very unlucky and lost multiple times in such quick succession that the failure message got overlaid on top of itself.

Game 10 - I liked this one going in, but the camera look sensitivity was so extreme that it was borderline unplayable (and I'm the kind of person that likes to turn the sensitivity aaaaall the way up). The first two times I tried to play I got trapped in the walls and had to force quit. The third time, I fell through the floor and won? I don't think this one is working as intended.

Game 11 - This had a very cool atmosphere but unfortunately I got completely stuck on the geometry after completing a second objective and it took me so long to get there in the first place that I didn't want to start over from the beginning.

Game 12 - Awesome concept & execution, though the ghosting effect was overkill on top of all the other visual effects. I got so disoriented by the ghosting I had to start over from the beginning since I couldn't tell where I was going, but it was worth it in the end. My favorite in terms of concept.

Game 13 - Strange, but I liked it.

Game 14 - This one was a little silly, but fun. I appreciated that you kept your progress even if you died, considering how easy it was to die. The first time I played, after dying I ended up spawning inside an enemy, which meant I couldn't move (trapped inside its hitbox) and couldn't die (enemy wasn't attacking since I was inside of it). Had to force quit and try again.

Game 15 - I find this genre of game pretty dull, but at least you moved so fast that it was easy to outrun any danger and breeze through it.

Game 16 - The look sensitivity on this was so low it felt like moving through molasses, but the puzzle was rewarding to solve.

Game 17 - いいだった。

Game 18 - Super cute, though I almost gave up on it after losing since it puts you at the very beginning and you have to advance through all the dialogue just to get started. Thankfully I got it on my third try.

Game 19 - I think I accidentally beat this one faster that I was meant to. The english needed some proofreading.

Game 20 - Strange, but a great ending to bookend the collection.