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Watts (about 100)

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A member registered Aug 17, 2019 · View creator page →

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Missed playing your games.  I loved the Bowmaster Precursor, the Gunmaster, and all of the other stuff that was on your website. Thankfully Flashpoint has a little of your old stuff to keep me entertained.

Hope you come back to do more, but understandable if not.

Hope you're doing good.

I played LostVectors back when flash was around, and I've been looking for your games all the years since.

From Blue to the BowMaster games to the Jedi lightsaber one, I played every one of them, especially the Cupid one.

I'm extremely excited to see what you make. Hope you're doing well.

Apparently DrNose was "passively" working on it, based on his own wording.

I forget where I saw it, but I believe it was on his Patreon or some game page of his.

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Oh, you can also watch Joel Vinesauce (or someone else) play it as well.

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You'll need 7zip, but that should be about it for requirements. (Or at least off the top of my head.)

I'd recommend getting the Itch.io application for PC, but that'd be a pain if you're not using a PC.

I'd say give it a shot. Worst comes to worst, you get freaked out, close the game, and come back to it at a later time when you're more prepared to face whatever might've scared you. 

If it makes you feel any better, most of the scares aren't gonna make you lose any progress in your game. Usually it's a one-off "BOO!" and the spooky thing often leaves. The dev doesn't really do jumpscares all that often. The only ones I can think of that are in the current version of the game are mainly thanks to information that I got from other players who warned me about it ahead of time. 

The ambient mode is always there, and you can just make a different save file and transfer things over to a new game via the mailbox if you're feeling especially terrified/nervous in one of your saves.

Any time you get especially scared, I'd suggest reciting the Bene Gesserit litany against fear. It's something I do that helps to remind me that it's just a game and I'm not actually in any kind of danger.

The litany goes: "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. When it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing - only I will remain." 

(Also I'd suggest reading the original Dune books written by Frank Herbert, but that's off-topic.)

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I'd suggest considering playing the story mode, though - the scary is, indeed, scary, but with time you'll get used to it.

I've actually gotten kind of ballsy with my explorations on story mode, lately. Just going outside in the pitch-black night overhead, not a care in the world.

I need to trigger more of the enemies spawning, to be honest.

From what I understand, the ambience mode is 99% safe of much spooky stuff - I've played for about 10-30 days in the ambient mode, and haven't found much of anything that is all that scary.

The actually dangerous/scary stuff in that mode is more often one's own stupidity and brain overreacting to things.

Frankly, I kind of find the ambient mode to be more frightening than the story mode because while the story mode has things going on, ambient means there is NOTHING out there. There's no aliens, no ghosts or goblins or ghouls or anything. Just dead silence. I've gotten so used to the spooky stuff so much that the  silence scares me more than story mode at this point because I know about a majority of the scares.

I know what's out there. I've seen it all. To be sure, I get scared and shocked by it, but the scary parts have a definitive end. After something happens, I can say "wow, glad that's over" and take a breather for a second before getting back to work.

But the dark doesn't really... go away. Daytime comes around eventually, yes, but without a clock or the light breaking through the trees, the night goes on for eternity. (For all you know, it might never come again.) You can go back inside and turn all the lights on and sleep till morning, but it's always gonna be there when the day turns to evening. It's still gonna be waiting for you. Frankly, the only solution to this I can come up with is to get a massive amount of lights and put them all over the map, but... that still seems terrible, to be honest. It seems like it would just highlight how much of the dark there is, I'd only have a better grasp on how stifling the forest is. I'd merely know exactly how many trees something could be hiding behind there are in the forest, rather than having a vague, general idea.

To be honest, I kind of want DrMrNose to lean in to that aspect of the ambient mode. I want it to feel more isolated, to have more dead silence and pure, choking isolation. I feel like that's probably the best way to expand on the ambient mode, but that's just my two cents.

Anyway, I doubt ambient mode has anything scary to experience outside of the empty black that surrounds you.

Oh damn, sick, okay.

Yeah I've got yet to get touch the newest sandbox, but thanks for letting me know.
I'm super excited about the next update, it'll definitely be a trip.

Would suggest making a "binoculars" item that the player can use. Anytime I play FPS games, I always like having a weapon that allows me to zoom in cause I can see enemies, sure, but I can also identify and track anything of note. For example, I stored a bunch of stuff in a trashcan cause I couldn't carry all of it in my inventory.
Unfortunately I also am very impatient, so I was throwing it towards the base and eventually lost it. At the moment I'm on top of the radio tower, trying to find the trashcan and can't really see much of anything with the player zoom feature.

I guess this is sort of me complaining about hubris, since I was assuming I wouldn't lose a garbage can in a very densely packed area of foliage near the base, but here we are.

Anyway, binoculars would be neat. Maybe the player could control the current maximum zoom in a menu or something like that, but that might also just might be complicated to make.

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There's a couple toolboxes on the map - one is in the garage, another one is in one of the transformer housings. The latter has two or three uses, though, but it's better than nothing.

You can also buy them with the little credits you earn, but you'll have to walk back to base to get it and wait and walk back and so on.

Really good, short experience.

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I've got some minor spoilers in this post.

Got a couple things to point out in terms of bugs, but the first two are suggested recommendations:

-Player needs to be able to transfer liquids between containers. Specifically I am thinking of the gas cans, but it'd probably be a good idea if we could do so with other things as well, depending on if there's plans to add more items that store liquids or not. I just like the idea of moving my gas into other cans so I don't end up wasting any of it when I make scrap metal.

-It'd be neat if toggling sounds was remembered, but I imagine that might be more complicated since the settings more or less reset after returning to the main menu. Only solution I could think of would be to add a tick box that toggles the "universality" of the sound settings in saves, but I imagine that's also very complicated and would require a massive amount of work for a minor complaint. Probably something to consider if/when an overhaul is needed for other, more important reasons.


Actual bug-related things to note:

-Sometimes "entering" the computer will occasionally result in clicking/changing something, such as changing the positions/zoom of cameras, interacting with various buttons on the menu, buying/selling upgrades/modules, etc. Seems to depend on the position of the mouse. I imagine bug-testing would be to repeatedly enter/exit the computer screen, and whoever's doing it might want to record the gameplay to review the results to send to others involved, as sometimes it's unclear what was clicked on. That's up for the bug-testers to decide, though. I'd suggest making a sandbox game, getting all of the effects under the "Upgrades" tab, then entering and exiting repeatedly as mentioned before. It's a bit weird when it tends to activate as I've not experienced it too much in 0.8.0e, but maybe that's because I specifically go out of my way to avoid it by entering the camera or photos tab, which seems to largely negate the "phantom" clicking. Either way, I do know it happens and is an issue, at least for me.

-Achievements can be completed/gained through the sandbox. The one I got was specifically the "feed argemia X times". I put this in the "bugs" section because usually other games will disable achievements when things like cheats/over-powered abilities are activated, such as in the Grand Theft Auto franchise, Red Faction: Guerilla, at least one of the Saint's Row games, some of the Tropico games, etc. But if the devs (or whoever is reading) doesn't care about any of that, then you can just ignore this one.

How can one man make such good games and be so based

Have you ever even downloaded Godot?

Try making a game on your own - no tutorials, no resources, just your own smooth little mind to learn the process.

We all know that you won't because it's hard and time consuming, though, so just do the rest of us a favor and stop whining.

Relax. Ignore the people saying the gross things, and just focus on what you can do without getting burnt out or whatnot.

Everyone is gonna say "aw but I want it nowwww" but nobody's gonna get anything if you're not given the time to do it properly.

Do not worry about if you can "do it better" or anything like that - game development is a process, not a one-and-done deal.

This sort of thing takes time, freaking out and panicking will only result in it taking longer.

You've already proven that you're doing what you can when you can. Anybody that's whining about it needs to boot up Godot and try making even the most basic game for themselves - that shit ain't easy, hence why it takes years for even seemingly "simple" stuff to come out.

I've had this happen multiple times near the base. Probably something they'll iron out when it gets to Steam.

Literal skill issue

Okay, so it seems like the game is confusing which of the bags is "full" and which is "empty" - but that's my best guess, as after I re-filled the "empty" bags, everything seems like it went back to normal. 

Not sure if the game is having a problem with identifying the bags that are full, or if trash from inside of the bags is being deleted, or what.

Anyway, thanks for the work you guys have been putting into it. I've put upwards of 500 hours into this game, now, and I doubt I'll stop any time soon.

Strangely enough, it seems that transferring loaded garbage bags is occasionally not possible? Not sure how to test this or what the trigger could be. 

I also shouldn't have any empty garbage bags, as I previously filled all of the ones that were in my inventory.  Looking at the item scroll-wheel thing at the top, it's also telling me that I have 21 full bags, even though my menu-inventory says that they are all empty.

Good luck bug-testing, as I have no idea how to approach this.


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It'd be funny if you added in the patch for this if there was a tiny, minute little chance of a mannequin screaming for half of a second if you put them in the woodchipper.

That's comedy gold, baby.

SAME

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I'd like to see more little toys and gadgets and gizmos to fiddle with, similar to the arcade machine, but handheld. One thing I was thinking was a little game console, like a Game Boy or something similar.
Mainly as something to pass the time when going outside is less preferable/not an option.

But in short, more things to mess with.

Good stuff thus far, clearly a lot of time and work has gone into it, so I can't wait to see what else is added.

The dev said it'll be on Steam when it's finished.

I'd really like a volume slider for the radar/detector, when I play with that stuff fully upgraded, it really quickly gets on my nerves.

Can't wait for the next project. Good stuff.

I'm pretty positive you get about 15 points when you get a personal best.
I'm currently at 8.33 seconds, but I'm sure there's some math freak that can make that look like child's play. It'll give you a different sound when it happens, but I'm getting used to the new sounds, so it's gonna take me a bit to be able to identify the regular noise to the "personal best set" noise in order to describe them.
On another note, I'm wondering if there's a way to cheat the system so you can get a boatload of points. Presumably the dev's set some kind of limit to the timer, but I'd be curious to find out what the cap might be. They might also just have the server kick you out of the menu in a later update, so I don't expect it to be a thing for very long.

Anyway, I'm thinking one could wait for some really long period of time, maybe a full minute, maybe something WAY more ridiculous, like an hour - either way, they could slowly work their way up, gradually getting faster and faster the more they complete the servers. It'd mean a LOT of cash, if you do it right.

A while ago I played Please Do Not Feed the Monkeys, and I just now realized that some kind of screen-recording tool could (theoretically) be implemented similar to that game, at least in the way that we could save whatever's happening and play it back later. (Could also add some way to edit the clips, such as shortening them or splicing two together, but I also realize that might be a bit much.)

I don't know if it'd be in the spirit of the game to add this next part in, but I'm just coming up with ideas, so do with it what you will - there could also be someone to send the recordings off to for a bit of money or random resources/gifts, but maybe it'd be better to just let the player make the recordings and not do anything with them, so the whole goal of collecting signals isn't distracted from. I imagine it'd also require some adjusting between updates.

Personally, I think having more of a reason to engage with the cameras would be neat, plus it'd be another neat little way to waste time when waiting for stuff to download or whatnot, but again, that might take away from the main goal.
Regardless, I can't wait to see VotV hit Steam, I'll be buying it as soon as it's available for purchase. Hope everything is coming along well.

This is really sick. I'd be interested in a multiplayer version, but it'd be understandable if that didn't happen. I'm hoping it does, though. It'd be neat.

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I wonder if this is inspired by a video game that is based around a group of heavily-armed psychopaths causing physical and/or mental harm to other people for financial gain in a world where everything is taken to it's most unbelievable and impossible extremes.

This is just like Qurpit. This is the Qurpit of real life.

Good work, can't wait to see your remake/sequel of it.

This is probably one of the most horrifying games I've ever experienced. The people who worked on this have obviously put their heart and soul into it, cause the scares and mechanics that are even currently in the game are EXTREMELY effective, and it keeps me both interested and terrified.

Not to mention that the differing gamemodes allows for me to relax far more than in the story mode while still being able to engage with some of the most interesting parts of the game.

I will be following both the creator and their work with a vested interest.

As good as this game is, it really needs an autoskip function. And I don't mean a button to hold down, either. I mean something you can press and it'll skip everything for the player. Had to wipe the save several times due to computer problems and it's frustrating to have to hold it down forever.

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There's quite a bit of nice stuff, good job.

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I love the look and puzzles, though I'd suggest a way to skip the introductory bits, like the car ride and all that.