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eggstarthing

27
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A member registered Feb 28, 2024 · View creator page →

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excellent content !

Ugh this is perfect! Am I right to assume that we're some kind of unwilling parasite in this? Because if so, that's just 😭😭😭

Also, really nice itch page  for this! It elevates the game a lot.

I wasn't able to make it further than the first screen, but I enjoy the detail in the setting! I love it when Bitsy games go for more of a scenic-looking room rather than a top-down sort of deal, and the mountains & color choices are very effective.

I love the way you use Inform for this piece. Is it just me, or is cycling through the rooms endless? Once I reached that fireplace room, I tried going only North and I somehow ended back in the room, anyway. Leaving the question of who we're chasing unanswered was a neat detail, as in the end, I found the cycle of the game can apply to a lot of things in life.

The design of the world is very clever, here. With the placements of the trees, it felt like a maze sometimes trying to find the next place to go. It made the entire playing experience feel frantic, even when I knew I was safe.

This is really sweet. I love the dual-column interface you have here: the separation between what is actually happening and the player's internal processes. Presenting the dialogue options as "you are thinking about saying the following things" is really clever and puts me into the vibe of the game even more.

Cute game! Simple but I liked it. Like Ty said, the illusion of choice at the beginning was pretty funny.

Oh this Timmy guy is so awesome. I remember looking at my neighbor's screen in class to see "what's up uglies" and I burst out laughing. Still did this time around. I am very pleased to be nepobesties with Tim.

Nice work! The interface & music established a really distinct vibe (seriously, I'll be hearing this song in my dreams). It would be really cool to see what this could look like if it were to be expanded some more in the future :)

I really enjoy the scope of this game and the short dialogue we see exchanged between the characters. I jumped back to 1980 and the music, background image, and just being able to speak to someone else did so much to make the game engaging.

Dude there's so much detail in this, it's insane! Love how you chose to combine the 2D text & UI with the 3D modeled world.

I think it's really cool that a lot of the choices lead back to the same spot. I think it emulates the "trapped" feeling well.

This is really neat, love the music and the color palette you chose. It work surprisingly well with the subject matter

This is really creative! Nice style and sound effects, the simplicity along with the vibe of the phrases was really nice. Proud to report my high score of 50,000 >:)

The "register item" function was originally part of the game, but I didn't have time to work it out (it involved decoding a cipher hidden in the catalogue and inputting that as a password to unlock the feature). Maybe if I return to this sometime I'll see how I could get that to happen.

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It's set to how many times you visit the various pages ^^ it lets you poke around a bit extra before booting you (10 separate item page visits)

This game is mainly GetKeyDown and SceneManager.LoadScene functions.

Love the art in this, did you do it yourself? This game feels much larger than it is, and that’s probably due to the breadth of the concept it tackles. I think you handled it very nicely.

I agree, I like how encountering the same enemy sort of forces you into a corner to go back and encounter another formidable foe. With the way this game is set up, I wouldn’t be surprised if there was a really complicated way to bypass the difficulty of that enemy.

Yeah I’m honestly blown away by the features in this… I’m really interested in seeing what the code for this looks like! I would have never thought about changing the color of 3D objects with key inputs. Getting to run around your creation is also definitely the best touch.

The scroll text with the sound reminds me a lot of Undertale (and other games with this feature, of course, but the font with the vibe of the game really gives Undertale). I love the creative ways you introduce button features: lots of opportunities for various easter eggs, there :)

Love Jim Unity. This feels like the start of an interactive series of tutorials someone might make online (you could be that person)! I picked 2D game first, and the meta break with the “game dev” coming in and plaintively explaining why the 2D game path wasn’t complete was really funny.

I’ve never played Persona, but something about the art and the way the options are presented gave me that vibe, which was really cool! The list of consequences/side effects at the beginning seemed interesting: I almost wonder what would happen if you could actually click the link and read all the consequences in a pop-up.

The way the buttons we need to press to make certain choices is really cool and intuitive. I think it’s neat how you essentially made a Twine game here, with variables that influence the story progression later on! (Also appreciate it showing me what my life here might be like if it were interesting enough to be a game…)

I like the space established in this game: traversing a black void works surprisingly well for this short quest. I think it does well to emphasize the fun of the characters we come across.

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Even though I know you were (rightfully) frustrated with the tech issues, what I was able to see was still super hilarious! I admire how you essentially made Ren’Py in Unity for this, and everything from the text to the graphics are just tons of fun. It’s clear you put a lot of heart into this, so definitely don’t beat yourself up for some things breaking. I still had a lot of fun and a few great laughs :)

Cool stuff! Love the interface you built, it looks like a screen with input buttons that you might actually find in a spaceship. The text scroll is a great touch, too. I appreciate how the options are pretty balanced: it made me weigh my options more, knowing there’d be risks either way.

This was so cool! I love the mesh of 3D walkable space with 2D popup text. Something that could be cool to add would be some additional text that occurs if you wait to jump into the spikes for too long (maybe leading to an alternate ending)? I’m intrigued by what the speech of the narrator lets on, and that additional text you get from rebelling could add a lot to the depth of that dynamic.