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officecyborg

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A member registered Nov 07, 2023 · View creator page →

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Ohh, I see! I didn't find it too frustrating, as I'd examined most objects before this happened--just wanted to make sure I hadn't encountered a bug. (:

I did it. I crawled from the ashes of defeat to the roses of successful vomit production, and made a cool 1.3 mil. Game successfully made me invested--nay offended!--when my vomit production costs went up. Truly, war is hell. Funniest exchange had to be the bit about the finger.

Incidentally, my labour budget was $0 throughout. I wasn't sure how, or if, it was possible to hire any regular employees?

This was a cool and eerie piece with an unexpected twist. I liked finding not just the messages but the other backgrounds; overall a very interesting vibe. By the way, it seemed like I couldn't click on examinable objects in previous areas once the second "looking" mechanic was introduced, was that intentional?

Wow! This felt like a collection of magical realist short stories, with a clever ending. Really enjoyed it. Your prose has a nice rhythm to it, e.g. "before I knew it I was spending my afternoons picking out groceries and medication for Picasso while she rested her pretty head selling software solutions to the very internet that had once made her a prisoner of anywhere."

This is the only Decker game I've played, which I'm thinking I should rectify. Did like how the interface foreshadowed the epilogue.

The ending cracked me up. It felt like a realistic portrayal of a couple in this type of situation, with the not-so-romantic interruptions. Also, fun to see the creative uses of BenyDanette's photos!

Honestly I think it's really impressive that you implemented the messages in the first place! It wasn't a serious issue (usually worked to the window and reopen it), just thought it was worth noting in case.

REALLY cool! There was an art project some years back called Kool-Aid Man in Second Life, which was just a video log of a person with a Kool-Aid Man avatar exploring an almost totally empty MMO. It was melancholy, funny, almost archaeological. This gave me the same vibe. Nice glimpses of what the real world is like in this setting, too.

I played around with leaving messages in different places. Sometimes they took a while to load--not sure which end that was on. 

Really enjoyed this as a short piece! It reminded me a little of the Bobbinsverse comics, just in terms of vibe - these young people having strange adventures which are kind of supernatural, kind of not. Fun, oddball characters with delightful little hints of backstory (the Factory) and their probably-awful film, and the story can potentially take you to a lot of different places in just a few pages. Thanks for sharing!

I feel like this was written with a lot of empathy. Thank you for sharing.

A nightmarish vision of Sisyphean horror (office team-building games). The story had a nice arc, and the asides were funny, but outside of the humour I did think it successfully captured the unsettling feeling of being alone at the office at night. Weirdly enough, the thing I got stuck the longest on was putting the peep. I put it in all sorts of places before I realized it wasn't a true put-peep(tm).

I had to install bluestacks to play the game, and I'm glad I did, because I really enjoyed this! The command of language is really strong. It felt like playing a stream-of-consciousness poem, building on wordplay and interplay between words.

While there was a bit of dark humour, the ending was pretty poignant. Interesting choice that you can never actually logic your way out of a particular anxiety. To me, it felt ambiguous whether the various unfortunate coincidences and locations I wound up in were the result of a malevolent outside force, or just inside my head, which I guess is a pretty good simulation of social anxiety! 

I enjoyed the other word game puzzles in this series, and this was a fun Halloween-themed entry. I liked that the areas were mostly self-contained, but had some surprising interactions, especially the mime. I even managed to walk away with some candy!

Some bugs I noted:

  • The description for the "driving rain" described the exit as being on the opposite side of the room (i.e. if I entered from the east, it said the exit was to the west, and vice-versa).
  • At the farm, if the chase reset, then returning to the farm caused the chase to start and end in that room.
  • For the "tricky pile", when I found the first solution, the room name displayed as the second solution rather than the one I'd entered.

Ah, the amusing lightbulb moment when you realize the reason for the title. Very cute. I liked Suzette, and just going through the simple tasks and petting animals while gradually learning more about the grandmother. By the way, is there a way to look back at the list of chores mid-game?

Thank you! I managed to get to the ending. The back half, when you get inside the house, was pretty strong. The puzzles had a nice urgency to them without being unfairly difficult, and the reason behind the haunting was delightfully creepy. Also I enjoyed the sort of... mild jump scare? moment at the church.

A couple of bugs that I noted:

  • In the storage room, the parser seemed to struggle with the locked door--kept getting the message "Which do you mean, the sturdy door or the side door?" which would loop if I tried to specify.
  • When I died in the master bedroom, the game softlocked/went to a blank screen instead of a game over, and I had to manually restart.

The idea of a "reverse dungeon crawl" is pretty funny--very old D&D, where parties might be pitted against each other in different sessions. The various book descriptions were amusing. I'm terrible at strategy games and didn't ultimately get through the traps section (wanted to leave some time to rate other games), but made a pretty successful maze. Mechanically impressive for something created in <4 hours.

Interesting short game! I was intrigued by the fact that after fixing time, you could go back and repeat your mistake if you wanted. Seemed like the narrator was trapped in a cycle. I tried two loops, but didn't check to see how far this could go. 

Alas, poor Santana! :P

I also got completely stymied on the courthouse--Bennett wouldn't let me into the records room, and there didn't seem to be anything I could interact with otherwise, there or at the other locations. I tried sneaking around the building, but couldn't.

I liked the prose of what I read, unfortunately I just had some trouble getting around and couldn't proceed.

I'm not surprised that this was based on a dream; the game had a strange, unsettling flow to it that felt like one of those anxiety dreams you can't explain when you wake up. The anecdote told by the neighbour was memorable, but also just the vibe of being in the house and something feeling "off".

I really liked this! People talk about how the interactivity of a game can have a meaningful impact on interpretation even if the player can't affect the outcome at all--to me, this felt like a good example. Nice emotional short story with a strong sense of physical environment (also after simulated cooking, I'm hungry for a home-cooked meal).

I liked the vibe of this and was curious about where the story was going. The ghosts have a lot of character, particularly the spider. It's too bad that it ends on a cliffhanger! I would be interested in checking out the full game.

Definitely a frightening scenario! The looping structure was dreamlike and interesting as well. I'm curious if there's a "true way" through the conversation at the end, or if it always ends with one of them getting... clicked.

Bien que je soupçonnais où cela allait me conduire, cela m'a rempli vraiment d'effroi. Vraiment mon plus grand peur! Les effets visuels me plaisent aussi.

Génial! C'était vraiment amusant de lire les journaux des témoins (des vrais astronautes, je crois) et forger ma propre théorie du crime. Il semble aussi que la peine effective a changé selon le verdict que j'ai donné ?