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Cuttlefresh

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A member registered Nov 01, 2019 · View creator page →

Creator of

Recent community posts

I’m not good enough at this game, but I hope there is an ending where the show is cancelled due to Jay Later’s meddling.

Thanks, Riggy, I appreciate the kind words and all the positive comments on the stream encouraged me a lot :]

Thanks a bunch, LeafLet :]

I’m glad!!

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Hi! Perhaps I should have made it clearer - you’re supposed to shoot the god using the cursor. The False Chained God is not a boss fight in a traditional sense and they will not fight back. Thanks for the feedback! I’ll see if we can get it into the next update somehow :D

As is tradition with Quinn K. ventures, NO ME is a haunting, surreal and thoughtful exploration of a subject matter. There is no shocking plot twist in NO ME - everything is laid out properly in front of the player the entire time, and they are forced to go along for the ride, or fight back.

This was delightful to watch (pun not intended), thanks for playing!

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Hi! Examine the paper next to her and knock on the final door in the female bathroom five times.

Hi, thanks for reporting! I’ll fix that in the full game, as I’m no longer making updates to the demo and am actively working on the full project. I’m sorry you had to reload!

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The melody replays when you press the black note button on the left hand side!

Thanks for the feedback! The game does limit when you can open your inventory (can’t open it during cutscenes, for example) but it’s totally possible I made a mistake and left some open loops, you might call it. I’ll check a look! If X/Shift doesn’t work for the item inventory, please, do use escape to open the pause menu and select “ITEMS” from there for the time being.

As for the piano section, you do have to listen to the melody in full, and then try to repeat it by ear fully. I understand that this puzzle in particular is difficult for some players, so that will be addressed in a bigger patch to the demo (1.1 - ETA June-ish) which will also introduce some content that was left on the cutting room floor to make a deadline.

Once again, I highly appreciate the feedback! Hope you manage to finish the demo :>!

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Oh, if you opened a locker and got nothing on the first floor, then you definitely aren’t softlocked. That’s just a visual glitch, originally, you could open all the lockers but get nothing. I changed it in favor of a more obvious “open this locker in particular”, so you should be able to notice the one locker you’re meant to open.

I suggest you do a little more exploring in that case! You’re bound to find something on the second floor, no?

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Hi! Thanks for the compliments, I appreciate them :> And, yes, obviously, thank you for the bug reports. There was relatively little playtesting done, so things like these are just bound to happen, haha. I’ll take a look-see soon to see if I can replicate ’em and what I can do about ’em.

As for the puzzle, I’m assuming you’re referring to the piano puzzle, I know that many players seem to be having problems with it, so I will most likely be patching in a better clue/hint with the aforementioned bug fixes. Unfortunately, I haven’t written any guides for the demo, but I can tell you that there’s an alternate ending if you’re willing to do a little experimentation with items and characters, so feel free to give it a try (wink wonk)!

Hope you have a good day!

thanks for playing!!

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Hi, Daniel! Thanks for commenting, it means a lot to me!

Yeah, the font seems to be a problem, haha. I will most likely try to fix it in the near future, as soon as I have the time. I had a little update in mind for May/June where I’d introduce a new room to the house, unrelated to the critical story path, but with its’ own little story. If anything, it will be patched in then.

Unfortunately, Joice for Amelia had to be canned, but I’m currently exploring narrative ideas that are connected to Joice “truth-wise”. When I make things (games, stories, etc.) I tend to include a fundamental “truth”, which is usually hidden from the average player under layers of “the fake”, things which I add in. I realised this posthumously, but 1968 is an exploration of the relationship with my father, that is 1968’s “truth”. The reason Joice had to be canned is because “the truth” of that project was different than what I feel it is now. I’m hoping to offer some news on the new, as of yet unnamed project this semester, but school and personal life is crawling up my back and I don’t really have time to work on it as much as I’d like to. If there are any news to be shared, it’s through my twitter account, @dev_cuttlfrsh. I can’t post general announcements about my games on here, so that’s the best place to keep an eye out!

Once again, thank you so much for your kind words and your interest!

thank you very much for your feedback, and thank you for enjoying the game!