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Masquerade Interactive

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A member registered Aug 18, 2020 · View creator page →

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This game was just a blessing to play. The team of you really hit the name on the head so far as thematic consistency applies. All of the flower based idioms added an air of lightness to an otherwise sombre story. Each character felt distinct from the last and I still remember how my face lit up when I realised the flower could walk. 

All in all the only complaints I have are about pacing. The entire thing felt very stop-start and not all that fluid and boy do I bless that skip minigame button. the choice to make both limbs separately controlled sounds nice on paper but a dedicated attack button always works at the end of the day

Really good project and something to be proud of. 

For as far as I got, the art and charm of the game really do shine. The sound design is all very RPG, the concept in and of itself makes for an excellent opening to an Earthbound style story. I am a big fan of the little wander the character does when they fidget. I do have to echo the issues of the others here, however. I know the pain of a game that won't export far too well. I wish you all the best luck in your future endeavours

Hey guys! not sure how this fits into the rules but when compressing the files to publish my submission I... chose to archive the files rather than just zip them. This meant you could only play it if you had an archiving tool to extract the files. I have reuploaded a Zip file with no changes to the code or art assets. forgive my mistake 

Confusing the players goals like that isn't a half bad design philosophy. designing a game around that concept wouldn't be half bad if you took some time to refine what its driving core is. A game loop boiling down to: Spawn in, avoid distractions, find your goal, achieve said goal. it could make for some good replayability if the goal is new each time. the only difficulty would be that your communication to the player would need to be rock solid.

Slow paced and relaxed with a killer sound track, I'd suggest making the obstacles more a little damaging or make it more clear they are obstacles. At least in the early game it took so long to whittle me down I thought I was supposed to collect them. Might just be on me though :)

The frenetic and panicked pace of the game really makes me feel like some kind of terrified scientist trying to contain what I have created. I could see a full release of this game being paced a lot like Minit as you try to complete tasks to explore a familiar environment while feeding the looming entity behind you.