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Alkaline6022

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A member registered Mar 09, 2020 · View creator page →

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Oh that was the test room you found xD I don't know why I programmed it to send you there, but thanks for reporting it! 

As for the battle, I just went back and realized that I had those two enemies working in different conditions, causing both to disappear only if you talked with the first one, good catch!

Keep an eye out for the next update! I plan to show more of the story and deepen the combat system a bit more!

Thanks for playing and for the feedback!

I got some Puppet Combo vibes at first, really unnerving to be at that subway train. I ended up getting the bad ending because the door didnt open even after I interacted with it, I'm not sure if I missed something.

For the items you have to find: I think a few horror games made them glisten or have them glow without emitting light, that would make it easier to spot them and progress in the game. 

Finally, for the cutscenes the first two static images of the subway platform could be shorter in duration, I found myself trying to walk and wondering if the game had frozen. For the cutscene inside the subway cart you could add a bit of text before the flickering intensifies to have the scene be a bit more dynamic until the gameplay begins.

I don't play many scary games but this one really got me in the edge of my seat, it felt like anything could jump at me at anytime!

I like the concept you have for this game! However, my arms and wrists get tired very quickly from doing repetitive motions so I was not able to get too far into the game. I wonder if it would be possible to add some alternative controls like pressing two keys (i.e. a and d or right arrow and left arrow) or going left and right on the analogic stick of a controller for better accessibility?

I do like the idea of farming money by spinning the chair and getting upgrades, very addicting!

Very interesting art style, the simplicity of it really brings out the tension of the story and gives a grim tone to the environment!

The writing is quite solid, dystopian capitalist settings are at an all time high and I personally love seeing people's takes on it! One suggestion I would make is to start the game with the "Play Game/Don't Play Game" screen, then transition to the intro cutscene and tie it with the story for better flow.

The heartbeat sound effect was a nice touch, some heavier and slower paced music would add a lot to the scenes as well as some other sound effects for when the main character gets knocked unconscious or when one of the participants gets shot.

Gameplay-wise: checkpoints would definitely help with replayability as well as being able to skip scenes you've seen before. I was able to proceed through the text using an Xbox controller, adding the ability to select a choice using the controller would also be a nice feature if you have the time and are able to do it!

Thank you so much for the feedback! I am really glad you enjoyed it!
I plan to incorporate a lot more of the story in the next update so keep an eye out for that! The story will play out a bit differently from what you have seen in the alpha as most of the content here is placeholder, as it was the case with the character portrait xD

I will be playing around more with the battle system to implement new abilities and more enemies.

If you want to keep up with more regular updates feel free to follow the game's twitter account @QuoTheGame !

Thank you once again! <3

"Hey! Isn't that Tremblay from Tremblay Kinfolk Overdrive?"

Really interesting concept! I was only able to find 40% of the secrets though.

I love the commentary on the cookie-cutter genre that sitcoms became in the late 90s and into the 2000s. The vaporwave aesthetic is really there, specially with the statues! Canned laughter and applause were a very nice touch to the storytelling, you were only missing the overly exaggerated crowd excitement when the cameo celebrity makes their appearance.

Overall:

I like the premise and the episodic progression, it adds a lot of room for more development without having to tie one story to the other. As for the gameplay, it could be a bit more dynamic, maybe with more obstacles to fight and maybe even some power ups for the shots. The music did feel a bit repetitive, maybe use some 90s music as inspiration for the songs Alex would be listening on his headphones?

Interested to see where you take this project!

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Thank you so much for the feedback! I'm so glad you enjoyed it!

I was concerned if the environments stuck well enough to give it a good modern city setting, as you mentioned there aren't a lot of RPGs in that setting so I had little reference to work with.

As for the battle mechanics, I haven't developed them too much, most skills were a placeholder so I could gauge how people feel about the overall mechanic, but I am seeing recommendations to keep a skill tied to a stance and I will definitely play around with that idea! I think you'll be pleased to hear that I do plan on tying the dialogue options with the battle mechanics! Depending on how you respond/interact with NPCs you'll level up a certain stance! I'm still playing with the idea of allowing you to learn new skills via leveling up a stance and using skills of a specific stance to level it up, I think it would end up being too unbalanced, but I was trying to make the level of the stance influence the strength of the skill.

I've been working on developing the story over these past months, so for the next update you'll get a better taste of how things play out ;)

If you'd like to keep up with the game, you can follow the twitter account @QuoTheGame ! 

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I've been playing around with NPC population and trying to have cars on the roads, still trying to figure out how to have a constant traffic flux. As for music I didnt have any music other than the default RPG maker songs which I feel like they wouldn't fit the environments.

I like the idea of having a combat triangle mechanic with the enemies! I still have to develop the battle mechanics more, they were mostly a placeholder for people to get a feel of how they work.

Thank you for your feedback and for playing!

I would greatly appreciate if gave it another shot! There's more content waiting for you!

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Thank you for playing! Glad you liked the feel of the game :3 

I'm so sorry about the bus! I had people having trouble with it, but I hadnt had the chance to update the build... There's a Bus Stop sign in front of the bank that you have to interact with to progress with the game!

I would greatly appreciate if gave it another shot! There's more content waiting for you!