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DissoluteSolute

28
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A member registered 98 days ago · View creator page →

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Watched your video of you going through the Shufflecomp entries, and that's prompted me to point out that "From the Stars II" was one of the songs off my playlist. 

Not exactly? It was good in itself, but made me want a game about them actually carrying off a con more than anything.

Replayed and it worked? Nice to know that was just an (irreproducible?) bug, not me missing something obvious.

Surreal imagery and a map that's more compact than it first feels.

Rather good  environment from what I managed to play of it, but the arbitrariness of the sort-of world model stumped me (e.g. given that the PC isn't forced to drop the rope by going through the purple tapestry, why can't the PC drop the rope down the hole behind the door?)

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What I played  of it was good, but unfortunately it errored out after I got to the "Closer Still" link

The exact error is: In Passage.render() using _.template(): SyntaxError: Unexpected identifier 'tel'. Expected either a closing ']' or a ',' following an array element.

The concepts of an interactive whiteout is interesting. The effect it creates is one of constant reduction—everything seems to be propelled towards to a small, collapsed point.

Feels a bit too much like amuse-bouche for a larger story.

Very nice twist.

Rather surreal.

The pearls being linked to o's is a delightfully charming touch.

A good exploration of a band that seems to be on the verge of breaking up.

Very nice! Good atmospheric descriptions.

Thank you very much!

reads like a very nice short story.

Interesting setting.

Finally played the bug-fixed version, and seeing the protagonist’s mysterious ex-comrade turn up again at the end was interesting.

I also liked the reference to one of the songs in the last but one client.

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Thank you! 

Re: being rushed and underimplemented, that's because it was.

unique premise and 8-bit vibes

Intriguingly presented and ends on a cliffhanger.

had a very poetic vibe

Thanks! 

Yeah, it probably could do with more cohesion and being more fleshed out—there's a smattering of a bit more details on the board and the defaced designs in the prologue, but otherwise there's not much decorative details on objects, for example.

There isn't supposed to be text on that one, as Lonely Woman is an instrumental.

something that's just occurred to me is, when you say "(I did use Gargoyle and it looks like the first screen didn't render right, but the rest of it worked fine)", do you mean that Gargoyle mangled the first epigraph but not the others, or that it mangled the first one and didn't display the rest?

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Thanks! I'd originally intended for Sequence I to be a bit less linear—the VR conversation was originally supposed to be an actual NPC conversation instead of just a cut scene, the airlock door was supposed to be actually openable instead of a prop, the door opening was supposed to be puzzle with a computer connector and grease necessary to get the capability to unlock it, the terminal was supposed to have news reports represented as menus, the door opening and hacking was supposed to be done by menus as well—but I decided to simplify aggressively in order to get something finished for the jam. That, and I had multiple sequences planned out too—some of the stuff in the prologue is a hint at what one of those would have contained. The epilogue was supposed to be linear, as that was the feeling I got from the song. Every sequence was supposed to have the final item mentioned in the ending show up in the first puzzle of the next one; this is probably less clear when there's only three.

But enough about how I wanted it turn out, and more about how it actually did. I guess it could've benefitted from being link-based, but I didn't want the headache of having to essentially build my own world model. The disjointedness was sort of deliberate? I was going for a sort of "reading a short story anthology from cover to cover" type feel than a singular cohesive narrative. 

ETA: Linearity was probably also influenced by my decision to use ActorState objects to model where the PC is in the narrative.

if it makes a difference, I was running it using Sheepshaver,  not Basilisk or vMac 

Very good, it does get stuck in a loop in the end with the Zuut character, but I presume that's because it's a prototype and there's nothing beyond that?

very nice. somehow you'd think that the protagonist having someone literally in their pocket wouldn’t work out, but it does.