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Isiah Rosa - SweetBabyZay's

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A member registered Jan 24, 2018 · View creator page →

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  • The story reflected feelings I already have about living in a pandemic; trying to cling to normalcy in a world of monotony, irregular sleep patterns, missing loved ones. I think it's a good start to evoking feelings of melancholy during difficult times.
  • I liked the art and its abstract nature. Being in black and white lends to the feeling of monotony I mentioned earlier. It makes everything feel the same in an eerie way. Also the face shapes of the people in the zoom call were irregular and distinct from one another which I enjoyed. I liked the music in the beginning, but the music in the zoom call was a miss for me. I think it evokes a creepy feeling, but is too short and after looping a few times I got sick of it. The beeps reminded me of a Commodore 64 for some reason.
  • I played through twice hoping the choice of looking out the window and returning to class would lead me down different paths, but they both felt mostly the same to me. Maybe checking out the window leads the player to hearing less about the artifact that gets talked about, or the professor can notice you're missing and call you out on it. I expected the zoom meeting to get spooky once the player was the only one left in the call but perhaps there is some more you want to do design wise before leading up to it,
  • I expect the story to lead back to the class again, and perhaps each time the player goes to class some new creepy or unsettling thing happens, culminating to a big zoom haunt!

Your descriptions of setting and character are spectacular. Very vivid, and it does wonders for your storytelling. It makes me wish I could see for myself what you've conjured up with words. I love the Butterfly's attitude! I very much look forward to seeing this story develop more!

This game will haunt me for the sheer fact that I still don't know what Moby Dick is despite my logical conclusions. This was amazing, Jackie! The logic part was my favorite bit, being able to choose what I see and seeing it reflected in future days is a very satisfying feeling. Ahab being a nutjob is as fitting and having his outbursts move the story made sure I never lingered too long on some passages. I think the fact that each of us sees the world differently is an interesting yet harrowing fact that adds to the ominous feeling your game produces. Great job!

This was such an amazing story. Great job Max! I was elated to watch Victor's story unfold. I really appreciated how a lot of the choices I made were reflective of how Victor sees himself and his relationships with other characters; it felt as if I was shaping him in my own image based on the choices made. Seeing Victor's relationship with Henry develop gave me life, and I was glad I able to reach a happy-ish ending. I think I'll have to revisit it soon and see how different choices affect the narrative!

This was an awesome twist on the Peter Pan narrative! I didn't think you could turn a kids story into a cyberpunk turf war, but it's awesome nonetheless! The spirits of the characters remained faithful to the original story but were just different enough to have their own unique qualities (like how Pan smiles at EVERYTHING!)

I enjoyed playing as Tink and exploring her dynamics with all of the characters, especially Wendy. To have the player character be jealous of her I thought was interesting, and it made sense once I reached the ending and saw that the game was tracking the supporting characters opinions of me. I'm curious how those stats could be used to further flesh out the story and potential choices made. 

On my first playthrough I first chose to go back to the hideout without stalking the stranger, so it was a bit confusing to have her burst in and Tink get furious; perhaps if you go to the hideout first it changes your perception of Wendy since you didn't get enough intel. 

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why does spacebar reset the whole game?

Note for Jenny: I couldn't figure out how to upload as a unity build! Maybe we can figure it out tomorrow.