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Sunspoken

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A member registered 57 days ago · View creator page →

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We don’t mind at all being compared to Papers, Please! I believe a game should have a clear inspiration while adding its own unique twist. This way, players come in with some built-in knowledge and expectations, and we can work around that!

I’d never looked at the game design this way, but now that you mention it, perhaps we did trade the time-pressure difficulties for the challenge of interpreting the daily code in a more vague way. This gives the game more of a "spycraft" feel.

Anyway, thank you for the comprehensive comment and for playing the game!

Thank you! It’s quite challenging to create a Cyberpunk vibe without relying on the usual blue and purple color palette, but I’m glad you liked it!

Thanks for playing and for your feedback!

We’ll definitely revisit the game later to make it more "snappy." As for re-examining conversations, we’ll discuss internally whether to implement it as a quality-of-life improvement or as a deeper optional mechanic within the game.

We definitely need to work more on the transition between days to better convey a sense of satisfaction and resolution when tasks are successfully completed. Noted!

Thank you for playing~

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Thank you for playing the game and providing feedback!

A hint would definitely be helpful. Unfortunately, we didn’t have enough time to design proper mechanics for it or to implement it effectively. We’ll work on balancing this better in future releases.

Thank you for the kind words!

The twin was an idea from our game designer, and it was indeed a really clever twist.

Now that you mentioned Cyberpunk: Edgerunners, my visual artist and I were attending a local game conference and stumbled upon a new hobby—collecting one-shot Western comics. Interestingly, one of the pieces we bought was from Cyberpunk: Edgerunners!

We didn’t directly reference it when creating this game, but it’s cool to see that perhaps, subconsciously, we leaned toward that aesthetic and vibe.

I really loved the art style, especially the designs of the characters with different planetary heads.

It’s great to see another Papers, Please-inspired game make it into this entry. Cheers!

Too heavy, and it will sink.

This story felt deeply personal to me. It represents how I experienced my own "rebirth" after my father's death. At first, you're overwhelmed by sadness. You're fully in tune with the emotions in your heart, feeling as though embracing that sorrow completely is the right thing to do. It feels poetic. But in doing so, you end up dragging everyone else down (and, metaphorically, destroying them, much like the boat in the story).

Then you realize that we are meant to lie a little in this world. We are all liars in some way; it's what makes us practical. We must fight for ourselves because that is the only path to a proper rebirth...

The game is absolutely beautiful and feels surreal. It reminds me a lot of The Boy and the Heron. For some reason, it also slightly brings Kingdom Hearts to mind. Maybe it’s the piano or the UI sound effects? Either way, I loved it.