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This was a really interesting teaser. I really enjoyed the mix of classic gameboy, gameboy color and gameboy advanced graphical styles, the mix of chip tunes and more standard orchestral, all without over complicating each other and not mixing them in a jarring way.
I found the humor fun and not over-bearing and enough suggestions of a moderately surreal mystery interesting enough to want to see where the final project goes.

With the positives out of the way, I believe I found a soft-lock…
When accessing the memory and playing the flower-pot mini game, I found that if you fail after choosing “slower”, it doesn’t seem to go to a fail state, but the big, medium and small entities stop spawning and you can still walk around.
If this is a glitch, it just seems like a small over-site and there is a lot going on in the demo, so I don’t think it’s a big down-side, just thought I’d bring it to your attention.

One other thing I thought that I might suggest; at times it felt a bit odd when switching from using the mouse to space bar when progressing text. Once again; not a big thing and this most probably felt odd to me since I automatically used the arrow keys instead of WASD to move around, due to playing too many RPG maker horror games, so I’d assume if I play again using WASD and space with my left hand; it would probably be less jarring, but I thought I’d mention it so you can check if allowing text to progress with the mouse flows better, since sometimes small things like that can really increase enjoyment for the player.

Hope that’s helpful. Great work :)

Hey, tysm for the detailed feedback! I'm going to check that soft-lock, it may just be a small glitch... So to be clear, does the "No! It won't work!" text appear at all after failing, or do you just infinitely walk around in a blank room immediately after failing? Fortunately you should still be able to finish the update without completing the minigame (just close and reopen the game), but I'm going to try and replicate it later.

Ah yes, the keyboard/mouse thing. You can totally make it through with your left hand on WASD/space in the update, mostly because progressing with the mouse sets up glitches while simultaneously having options to select also using the mouse. But if it becomes too much of an issue with others I can totally fix it :)

I just checked again, and it seems easy to replicate. Fail the first attempt, then after the first "No! It won't work!"-message, pick slower and just let the screams spawn. There won't be another message, the screams stop spawning, the music keeps playing and you can walk around still, but it doesn't progress. I'm guessing it's probably just a typo in a conditional check or something simple like that (I do that kinda thing all the time), but I figure if you can find it, you'll be more aware of it and be less likely to make the same kind of typo when putting together the full version.

I hear you about the multiple inputs for single actions thing... I sat around for ages just testing with my last game. I thought adding touch controls was going to be the biggest hassle, but it was actually allowing the player to unpause using the mouse without shooting as soon as the game starts again.

I think your games perfectly playable without using the mouse for dialog progression, just thought I'd mention it.

Okie dokie, got it all patched up. I ran into some more unrelated complicated bugs, but the soft-locking only took a sec to fix. Feel free to give it another go, and thanks for the catch!