Spitting bars and whacking Demons
A breath of fresh air with this comedic horror game - almost like a fever dream with an eyeball in a cage, failing to rap with a gas station attendant and then fighting off a few waves of demons. Will be looking forward to the next one!Mr_Selfy
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Drive for your life.
I had such fun with this - although the fundamental mechanic is literally moving left to right to avoid spikes in the road, I was sucked into Kyle and Brett's radio show. Congrats on the voice acting, as it really showcased what good dialogue can do in a game.I need to know more about Kyle and Brett. I want to party at Beach-A-Palooza. And I want to mosh in the pit.
Well done - I'd love to see more of these ethereal/eldritch/phantasm creatures on the radio.
Mang Berto. Legend.
I was surprised by the atmosphere, ambience, plot and actual depth to Hapunan, taken from the perspective of a poverty-stricken family. From selling Balut on the street corner, to looking after Niko's family (and getting embroiled in an action plot) I was deeply gratified when the end credits rolled.I'm looking forward to more from this developer - Berto's revenge! :)
I AM THE DANCING KING!
Quite a short, succinct game about labs that glow green, raving villagers and an old lady that invites you to her abode. Quirky in nature, this gave me a good jump scare that I was not ready for.Would have liked to explore the village a little more and gain some lore with regards to the jinn, but overall an impressive short indie horror!
But...
I encountered a few soft lock bugs that eventually prevented me progressing further in the game. This seemed to happen in the supermarket on two occasions when I would speak to NPCs and the dialogue channel would freeze me in place. The only thing I could do was to boot out of the game itself and start again. I did this twice on my playthrough, but didn't have the energy to try for a third time. Would love to see this episode through to the end, but would also like to talk to NPCs without the risk of being frozen.
A few other notes:
- Bringing the boxes into the house, the living room would be considered downstairs, no? There was some trial and error with throwing boxes into the rooms. Perhaps have 'ghost placeholders' for players to know where they are placing the boxes. Maybe one for each room, or just generally having them in one place and highlighting to the player. The room upstairs for me seemed like a spare room, not the main living room.
- I loved the interaction with the NPCs - they all gave a little morsel of what was going on in the town. Would have liked to see more of their characters before heading off to the supermarket. Perhaps a few more interactions with the friend that brought us to to this place to immerse us into the flow of things.
- Surely there's going to be a love interest side quest with Suzie?
Otherwise, a great job - will look forward to playing this again and getting to end once the supermarket issues are fixed!
Good and Bad Ending
Not a bad attempt at the 'creepy hotel' formula - would recommend some minor improvements to the mechanics, such as adding a sprint function and dialogue skip - perhaps even a save point when the character goes to bed to help the player attain the other ending without going through the whole scenario again.Would have liked a little more exposition to why the killer was doing what he was doing - maybe a few more instances with interacting with other people in the hotel. Why were the room numbers all over the place!?!
I hope smiley bald man was able to bake a cake before what happened to him...Nice creepy vibe though, look forward to more of your projects in the future.
Needs more booze.
I really felt like a kindred spirit with the main character in this game - wake up, drink, have a few ciggies, go to the shops for more beer, spit at kids, blackout.Rinse and repeat.
So what if some kind of alien invasion is happening? I'll just spit at them.
I thought at one point I'd broken the game by not throwing the beer at the neighbour's house, but after checking in with my bro at the shop, he was kind enough to give me another beer.
Get on the bus. No matter the cost.
This game reminded me of the Train dilemma - where there's one track with five people and another track with one person, and you have the decision to flip the switch so that you either take the lesser of two evils or do nothing.Dependant on your moral ethics, will you be taking a place on the bus? I enjoyed the NPC's short stories, and what they have done/what they will do to get to the City of Light - I think this could be expanded with more interactions with the NPC's - to make the player care for them and decide whether who will be going on the bus.
As mentioned in previous comments, the wait time between each interaction is a little long, perhaps there could be another mechanic used in the kiosk while these wait times go by? Would definitely like to see this elaborated further down the line...
With a quick puzzle and shooting segment, I wanted to explore more of this world (especially armed with a shotgun) but alas, know this was a game-jam and your time was limited. I hope it does well with the jam and hope to see more of this in the future.
You've probably already read comments about it - but the opening/closing texts fly by waaaay too fast to read! Perhaps giving the player control of when to scroll to the next text segment would help.
Just a routine check-up...
I enjoyed the aesthetic of this one, taking an experience that most people hate doing (going to the dentist) and flipping it into a Silent Hill esque nightmare. Would have liked to explore more of this world - hope you have plans of expanding this and fleshing out the gameplay.Definitely was not expecting the end! Had a feel of 'Severance' with the elevator and will make me think about remembering to brush my teeth twice a day!
One question: what was the hamburger for? Was this to possibly encounter enemies that could hurt the main character? Hope to see more projects from you in the future!
Death by Laser...
I loved the aesthetic of this game - from the 80's style character band of misfits (the nerd, the tough guy, the level-headed one etc) to the story itself, there were certainly a lot of mechanics at play, from a Papers Please aspect, to whack-a-mole and the infamous Laser Tag - this made me feel like I was watching an 80's slasher exploitation film.One question: are there different outcomes dependant on how you play certain games? Can certain characters survive if you (for example: win the airhockey mini-game, win all the rounds of laser tag, etc?) Kinda felt like I got the bad ending on my playthrough, but maybe that's just the way the cookie crumbles sometimes...
Looking forward to Lucas getting revenge in the sequel. Because we know the bad guy always comes back, right?
I had a lot of fun with this - and it seems that with every instalment of the 'Night' series something extra is getting added on.
I particularly enjoyed the storyline between Maria and Antony - his unnerving, blink less eyes made me feel uneasy and I thought he would end up killing Maria...quite a few twists in the plot!My knife did accidentally disappear in this playthrough and I couldn't for the life of me find where it went, so had to restart, but overall I think this was an enthralling, entertaining and blast to play. Can't wait for the next meat truck we'll be operating in the future!
I want to believe.
I had a lot of fun with this - although there are a plethora of Fears to Fathom clones, the 'grey man' angle certainly made it entertaining. I wanted to find out more about the person who owned the house and the ending became adrenaline fuelled! Dave had the best time of his life, spending a weekend in a great place, glugging down the beers and making use of the BBQ - and what little work he actually had to do!Looking forward to the next in the series - hopefully more mechanics at play, a richer narrative and some more brewski drinking...
YOU CAN SEE ME!
A short, but atmospheric game - it ended with me wanting to know more about the creepy meat monster with dapper shoes ;)Brought a unique element to the bog-standard 'take out the trash, eat the food' mechanics seen in plentiful indie horror games, I guess this monster pesters kids because they have a hyper active imagination - and we as the player are undecided whether what they're seeing is actually real. Well, I guess we find out at the end!
An enjoyable short romp!
The probability of survival is...low
Another sterling game by WhieGameIsFalse, False Positive Paradox conjures feelings of isolation, trepidation and loneliness. A solitary astronaut lands on a planet to scavenge materials, but not is all as it seems when he starts getting audio logs on his PDA.It took me about 10 mins to get into the learning curve of the controls and how to find the materials - but that was more down to my stupidity rather than anything else! A great narrative, once again slowly unravelled the further you go. I didn't get the secret ending as I botched the names of the crew, but just adds to the replayability factor and will be diving down into the depths of the acid see to attain it!
Another cracker - Christmas certainly has come early this year!
I mean, the wife could have been a real nagging battle-axe, right?
Blending HP Lovecraft shenanigans with suspense and a certain unease throughout, The Beacon's End may be a short and succinct game, but for having been made in a week it provides a thoroughly enjoyable experience. The task of feeding the old one was starting to get a little repetitive towards the end, and it would have been great to learn more about Samuel and the reasoning behind his actions, maybe through some lore found between 'the offerings,' but kept me engaged throughout. Love to see what future projects bring...Creepy bro is creepy...
The demo for this has a lot of things going right for it - reminded me a lot of the recent 'The Invisible Man,' film where the main protagonist flees from her abusive partner in the opening act. I think there needs to be a bit more weight to the main character and some insights of her trauma - in the first segment we're fleeing from the brother and then he never really gets mentioned again throughout the demo - would have been good after we've unpacked for the day that the main character takes a moment to evaluate what she's doing with her life and how she's moving on.The housemate I felt was a bit of a red-herring - maybe a few more interactions with her before stuff gets gnarly would add more gravitas to the situation - at the end of the day they're both out in the wilderness, right? Perhaps Elise could be more of a survivalist type character, and she knows what happened to Sophie so she's taken on the role to mentor her and build up her confidence...
A bit more lore, a bit more explanation on the family and this could be a great game. Looking forward to seeing more of this.
I would pay monies to play a full length version of this...
The glitches, the messages to Matt, the hilarious ending...this was a refreshing breath of fresh air parodying the likes of Resident Evil and Silent Hill. Just goes to show what can be achieved within a week with the dev crunches ;)You have a new follower in itch-io. Looking forward to future projects.
A job's a job, right? So what if there's a little blood...
I've noticed with Foxxxyy Studio's games the dialogue, pacing, mechanics keep getting better and better. And the rate of which they come out is quite staggering - so looking forward to the next one (will there be a part 2 to Lost Innocence?)
Some notes: I think there should be some dialogue from the player when he starts discovering other items that wouldn't be considered 'trash.' Surely a person in this situation would be wrestling with what they were finding...
Overall, I think there should be more interactivity with the guests themselves. Maybe heighten the tension that someone amongst them may be holding secrets, or encounters to make the player think they have a hidden agenda? The guy on the swing was pretty creepy, but he just disappeared after one interaction? Would like to see him pop up again somewhere.
Really liked the concept here - looking forward to the next shady motel or kebab shop experience!
Below, Rusted Gods has the soviet-era vibe of an Andrei Tarkovsky film, which enthralled me from the start. I wondered why one of the soldier's tags was scratched off, and hope that the soldier's in the full release have more interaction with the operator - putting themes of science vs religion into the mix. Can't wait for the full release!
The story heightens the tension with The Church and the mysterious liquid that seems to have been discovered in the mines. When you download this game you also get a PDF booklet that explains more of the lore, and I for one want to experience more of this world.
Congrats on making a true gem of an indie slow-build body horror game. Definitely going to look out for future projects from you!
- I'm sure this will be explained more in the full release, but the main antagonist never really says anything about the fact that his wife and son are not in the house, yet a woman he clearly dislikes is there. Could he try to ask her where his wife and son are?
- I didn't understand the attic scene - why when he gets the flashlight does he suddenly decide to investigate there? Once again, maybe this is a lead-up that was left out for the demo, but it just seems like a strange decision.
- WHY DO WE HATE MARTHA SO MUCH? WHAT DID SHE DO?
- AI voice-overs really pulled me out of the immersion - if you're a single dev I get it, it's simpler to do that, but hey, I'm willing to lend my voice if it makes the experience more believable. Happy to help in the indie game scene.
Overall, I want to know more about the family and I have a cheeky suspicion that the main character may have being naughty things on his 'business trip' - but the best thing about a demo is leaving the player wanting more. I want to find out more about this.
Each episode gets more polished, more intuitive and sets the bar for other indie horror gamers. A great amount of red herrings and baiting (pun intended) in this one - I'm sure I missed a few golden nuggets in some of the areas but will only enjoy the replayability factor.
Great pacing and slow build on this one - especially liked the fact there were board games to interact with!
A few notes:
- It seemed like the old ladies voice was Voice acted but the main narrator was AI - was this the case? I really thought the old lady voice brought a weird creepy aesthetic to the whole thing. Made me think that maybe she was involved with what was going on. this could have been more immersive if we had proper protagonist was also voice acted by a human.
- Derpy cat was derpy. Love that little guy.
- Would have loved to find out more about the character we were playing. Why so many night nights at work, only to come home and then go to sleep? Could have strengthened the storyline to find out our guy was crunching and had no social life...it's obviously insinuated that's the case and a testament to the overall storyline, but dammit I wanted to know more
Looking forward to the next one!
A few notes:
- Some of the ingredients (tomato, lettuce) didn't seem to combine when they were on the pitta bread. Seems maybe like a clipping issue? Led to a bit of confusion starting off.
- I'm assuming putting the Ketchup and mayo condiments on the kebab AFTER it was packaged was a technical issue, rather than a logical one. Think there should be an instruction in the recipe book telling players this, as it was a little confusing. Who pours condiments on a wrapped kebab?
- Some of the text seemed to have an issue 'Iiiiiiiiii ammmmmm verrrrrry exccccccittted' when NPCs were speaking
- The guy killed someone with a bottlecap!?!? Dafuq?
- Think there should be more lore with the customers telling the player that a crazy guy is on the loose, or that he may be in danger.
Apart from that, I look forward to what's next...
A slow build horror, where you'll pay the toll...
For having done this in a week for the Scream Secrets, I have to applaud you - although light on scares, there's a constant feeling of trepidation and what 'might' happen as you make the ferry crossing each time.I have to admit, this reminded me of the early scene in Jaws when Brody and the mayor with the anchor suit are crossing in to Amity...
We've seen a lot of Indie horror games based in convenience stores, laundromats, warehouses and small apartments, but I don't think I've ever played a game primarily based on a ferry-crossing. Unique idea, with an opportunity to escape!
I think this could be elongated, with a 'Papers, please,' style mechanic where you have to turn people away, or 'That's Not My Neighbour' where you have to identify certain suspicious individuals. I'd definitely play a full game like that! Well done on a great concept and game!
There's a psychological aspect too, as you, the worker - are drip-fed fax machine notes at the start and end of every shift. In a way, these notes from 'up top' become your only source of interaction with the outside world, and you'll really start to feel like you're in a real-life Milgram experiment.
For a game that will take about 45-50 mins of your time, you should really check out Descending, as it'll certainly leave a mark long after the credits have rolled. I hope to see more from the developer, and hope this garners the success it deserves. Great twist. Great mechanics. Great game.
Loved the general aesthetic of this one, and although just a prologue it gives a great insight into the world of Super Chillers - I'm hoping this is a series that runs long and strong.
Puzzles didn't seem too taxing and based more on logic - no gluing a moustache to a kitty cat here - lol. Loved the nods and references to films at the time, and reminded me of Friday nights ordering a couple of films for the weekend. We really have been spoilt by technology.
Voice acting was on point - the actors really leaned into the world being built here, and the visuals reminded me of Point Click Killer. Have wish-listed this and looking forward to playing the whole game!
By using 'Ron Jr' (as I called the doll in my playthrough) as a way to relay the message across using the imagination of the child was enthralling, and it felt like as I neared the heart-wrenching conclusion it was like I didn't want to find out the truth. I really didn't want to find out the truth.
Captivating, mesmerising and unique in a way that sets this a bar above most indie horrors.
Very well done - I look forward to episode 2.
I had a blast finding all the 6/6 endings - although I was certain that starving to death was going to be one of them! I would have also made the microwave exploding one of the 'bad' endings! There could be some polishing done to this, but overall a fun and enjoyable indie horror
Only quibbles that I have is that in some areas the game appears very dark! Was quite hard to see the numbers on the pictures for one puzzle. 616 are known for gratuitous violence, gore and poop, and this delivers in the bucket-load (of human viscera)
Of you're in the mood for escape-room shenanigans, in the aesthetic of Saw - look no further.
Unfortunately I was unable to find access to the Harpoon gun, so I received the Dark Ending, but really enjoyed the aesthetic of this game. Definitely felt like there were hidden Easter eggs throughout, so will be attempting this again to attempt to get the 'good' ending, if there even is one!
Loved the concept - hope to see more like this from the dev in the future.
Forget The Rumble in The Jungle
Forget Tyson Vs. Logan
This is the epic showdown you've been waiting for! Poop Killer Vs. Fart Killer!
Another 616 banger - the most ludicrous, over-the-top, toilet humour indie game you'll ever play. Enjoyed the dialogue, quirky characters and random cutaways - however there is a lot of dead space in-between customers coming to Jeff's kiosk. Maybe have the character interact with other things or gather some lore of the Fart Killer during this time?
I definitely think there should be a form of survival mode with the cooking (i.e. one round you have to cook a certain amount of hot dogs and burgers and the next round increases the amount, etc) but there could be the addition of maintenance going on, like the cooker blows up and you have to play a mini-game to fix it, or the fuse goes and everything stops until you get the fuses done, or various phonecalls come through saying that a last minute delivery has been ordered and the Kiosk guy has to prep something alongside other orders. And then of course you can have smokey ghost appearances too...
I was expecting to be housesitting for a demon that had possessed grandmother, but I guess that's in the pipeline ;)
There was some initial confusion when we jumped to the hospital, as I thought 'the player' had put the wife in the hospital, but after a while the pieces started to come together. I think there could be some improvement with the pacing on this one - it seems to jump around a bit and leave the player feeling a little taken aback by all the info funnelling through, think of pregnant beats and pauses like you get in TV shows and films - but overall a nice experience.
The different array of customers (and returning customers) itself should grant a pat on the back for this developer - from cheesy 'pun' guy, to a woman who can also see the spectral shenanigans, you'll be swept up in the unfolding drama (as well as making sure you don't burn your burgers.)
At first I thought the 'smoke ghost' was a little goofy, but on one of the 'appearances' it did actually make me jump. And I consider myself someone that doesn't jump that much. So congrats on that.
The ending was a little abrupt and ambiguous - I generally wanted to experience more of this little kiosk and find the mysteries behind it . Did we ever get to find out what happened to the last guy that worked there? Did he explode?
And remember kids...don't drink and drive.
Technically, the look and feel of the game were okay - mechanic of killing the deer and the wolves was a nice switch from the basic 'pick up groceries, do the washing,' etc - and Kevin the dog was a nice touch. Was this based off a H.P. Lovecraft story?
A few flaws with the dialogue (first the present Daniel is going to give is cheese then turns into honey? Is it their anniversary or Amanda's birthday?) disrupts the flow of things, and a few jarring sound effects (man the van is LOUD! and it seems like Kevin is playing the maracas when he moves) is a little off-putting, but overall a good concept.
Last little note: What happened after Daniel shot the wolf? Why did he wake up in the barn with the cows? I'm assuming that Kevin was infected and bit Amanda, turning her into one of the abominations, but this was guesswork...was Daniel immune?
Look forward to seeing (and playing) more in the future!
Although short and succinct, the game leaves a few questions at the end for the player...looking forward to the next Creepy FM!