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pDrexler

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A member registered Jun 09, 2022 · View creator page →

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no error, there is a brief flicker of a window opening (as if it is trying to run), but nothing ends up opening. (not helpful at all, sorry :(   )

I can't believe you removed spam attacks!! Looking forward to more :)

I see. Great solutions then!

I think it may have something to with how I was running games: I use the Windows Sandbox to test games, so there may be some weird interactions with it (as im finding out with other games!)

It was run in a Windows Sandbox (Windows 11)

Simple and compelling. Really liked hatching new monsters and levelling them up. Linking the economy to how you clean up after these little monsters fun and silly. 

I wish there were more visual and audio queues during combat to make it more clear that your monsters are engaging in a fight. I would drag a monster onto an enemy, but it would walk away because I mis-clicked, resulting in my crystal's destruction.

Can't wait to see how these creatures evolve! great game!

I don't know about you but I wouldn't be able to carry on a conversation after being hit by a huge, pink blast! Very nice game, great ending too!

Phenomenal character art? check. Straight forward and whimsical premise? check. Fully detailed rules document with "keywords" section? check! Host of simple yet nuanced mechanics? check!! And to bring it all together, there's the Tabletop Simulator mod with every component ready to play! CHECK!

This physical game really came in with all cylinders firing. On components alone this game made me laugh (I almost want the "punch up/down" cards to be remain as they are!)

My only concern during gameplay was the tracking of events: when new guests were to arrive and in what order, which counter to remove, move, or add to which board.

Could just be first playthrough-type issues, so if I have a good clarifying question, I'll be sure to ask before next playing! Til then, awesome!!

I'm not much of a reader, but I think your goal to grow the story out of itself was accomplished. My feedback was going to be based around "being more like Twine," but your page statement has directed me elsewhere. 

I think the story would be more approachable to me if I had a way to adjust indentation or mark sections that I've read already. It's easy to get lost as is.

Music was great touch that not a lot of story games use. Very nice!

A beautiful game with a story that can take all kinds of twists and turns. 

It feels very complete with the save-load system, which made exploring the different paths much more accessible. (I REALLY liked the Farzu path)

There was one moment I got stuck outside the temple. The wall switch didn't trigger and I can't figure out how to replicate it.

At first I was intimidated by the size of the pdf (and it's table of contents), but after looking it over, all your sections are laid out very well and full depth. 

I really liked the "generators" and optional damage-mementos. They really help give clear examples on how to use this system, and they're fun to just roll and see what happens (in a vacuum).

Also THANK you for having "Schrödinger’s Gear" baked into the system. It solves one of my least favorite interactions in TTRPG's: convincing the DM/GM that "I eat some food... oh course my kitchen has food... what do you we didn't agree on it before the session?!" 

My only confusion is why a character gets more RP and CR for having lower ability scores (the debt being tied to CR makes sense, but is a weaker character more financially trustworthy?) 

Loved unlocking new words to make new spells with. Your system here is intuitive and fun to see the results of. I can see that main room being the "test room" for a future release (although I wouldn't want to walk all the way there after updating my spells)

I put everything into Wisdom, and at some point my spells got slower, but I attributed this to some spell effects changing the cooldown (I wouldn't know, I can't read!).

The boss really escalated the challenge, so I'd love to see more spells added to combat them. Awesome!

just realized the glitchy screen effect might be on my end too... nevermind that part!

The space was unsettling in a welcoming way.

The story the girl was telling was very compelling and she has a great voice for telling it. The bits of writing made me think something big was coming, but when I got the end, all I had was my dead, gurney buddy. I actually DID want to be reborn just to see what would happen next. 

Great puzzle game, it rides that line of even when you (think you might) know the rule, solving the puzzle with those constraints was still fun.

So... I wasn't able to turn the character, but judging from the other comments this might be a personal issue. I was still able to complete a good amount of the puzzles however! 

Aside from that, only other thing I'd want to do is reduce the intensity of the glitchy screen effect. Well done on such a sweet puzzle game!

Having trouble running a "Tauri Application." Is there some step that I'm missing?

Beautiful panels that set up a very nice story, but the game play was a bit unclear. Like which entity I needed to attack, and where to go after I did was not marked.

The sprites in the 3D world work quite well aesthetically, even when some of them rotated so that I couldn't see them (the bats I couldn't see sometimes). Some more lights/particles/feedback would be good to know how effective my attack is against the enemies and bosses.

It also took me a moment to realize what bosses were (or the objectives enemies?), since they were blended into the level.

Very engaging controls and mechanics, but I couldn't quite understand the menus, and I'm pretty sure I dropped my important items instead of equipping them. 

The level up system and console logs hint at a lot more depth/complexity that I'd love to see more of. 

Horrifying, conceptually and in practice. Well done.

Solid atmosphere and maze. I thought it was a nice touch that the goal was written in blood at your feet.

The gun had a nice chunky firing sound, but it didn't feel like it did anything to the enemies. Some additional feedback on the hp of enemies and myself would be helpful. 

Eventually, all the enemies had gathered around me and it was impossible to escape, which is horrifying in its own way

A great start: strong theme (cosmic horror western), and clear color palette (mono with a splash of red/magenta). Some instructions and guidance towards a goal would go a long way. I felt like a wandered a lot and couldn't really get my bearings. There were a few points I got stuck too (spamming attacking state, and falling). Congrats on your first game!

Awesome improvisational weapon system. At first I thought the durability on the weapons was a bit low, but I actually had a lot of running around, throwing all sorts of things at the zombies. Would love to see more variety in usage beyond heavy/light-weapons, like unique attacks or defense options.

There's still a bit more to go before the player can focus on the real game of translation, so thanks for playing (regardless of the confusion!)

Thanks, I really appreciate that!

It's not a bug, unfortunately this is a prototype without any ai to play against, so I kept in the ability to control the entities (very useful in testing... not so much gameplay). Thanks for trying it out!

Well paced and vivid writing. At first I thought the game would be too linear given the simple style, but the collisions providing new colors and contexts for the squares added a good deal of depth. Color me surprised!

Loved the ending (it just... disappears! awesome)

Thanks for checking it out! I'm working on the tutorial now (using the player's "internal monologue" / reactions to the entities), so your suggestion helps to keep that goal focused.

Thanks for taking a look regardless. You caught on to one of the major ways to make hands, so I count that as a win for you!

After starting "New Game," it went white. There were no errors in the console.
Is there a preferred browser that runs the game best?

Or are there any emulators you suggest for running the gb file?

Very cool game! Simple premise, but it ramps up quick with the number of properties to keep track. I really like the mono-color palette.

There were a couple moments where I though I knew what to look for, but then it seemed like Cthulu changed its mind on that one! 

Unsettling, but made whole by a fantastic group of characters! Feels like you really bottled some dream into a game. 

Found myself trying to nod/shake my head to say yes/no before discovering the space bar.

As far as mazes go, this one is great: the pacing collecting new items, and the landmarks helped me mark out my location well.

The map was difficult to navigate. I often found my self trading my hp for progress, since there's not enough room to effectively dodge the enemies.

The map you made should be in the game! It was the reason I made it to the light bulb (I would have traded my rucksack full of fish for it).

Nice work!

I could feed a village with the amount red herrings I caught. Can't believe I didn't notice that... 

Finally got to the end! Loved it!!

The lever was how I knew I kept getting it wrong XD

So cute and hectic! Had a really tough time keeping up with the monsters needs after stage 2. It took me a while to realize the symbols in the drawing can chang after failing.

Solid premise and good variety of scares. Really liked how you did the ending.

The writing at the start with Moros was kinda uncomfortable, but once the reality set in it made sense.

"The moon blinks." simple and uncanny. Love that.

My only suggestion is to update the itch page's background theme color to something darker. The white drew my focus away from the story window.

Great short story!

Phenomenal main menu and snappy gameplay. 

Found out that I could double (and sometimes triple) click my attacks when targeting, triggering the attack multiple times (hitting the same target or multiple, it's a pretty wide window). Honestly, this didn't feel too broken, it was quite fun, but I doesn't seem like it's intended.

The EXTREME damage made me laugh.

Would love to see more card variety and enemy types!

on a smaller editor note: Suggestions for idol spawn locations still contains "El interior vacio de un libro", and there is a typo in "Table of physical aspects of the sdols"

The format and style of the rules are super nice. I particularly like the goat-totem (or is it a creator? or a transformed Totemai?)

I'm confused by when I should roll and how many I should roll in order to succeed or fail (gaining a consequence).

In the section "Overwhelming Influence": Does "pass a 3" mean "greater or equal to 3"? If the Idol gains dice, and adds those dice to my roll to deactivate it,  does that mean the more I use its power, the easier it is to avoid the consequences?

An example campaign, or pantheon of gods/creators would be an immense help, but the tables of aspects and consequences make a really solid framework to build my own.

I'll have to adjust my fun factor rating *after* I play with a friend!