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Tenisha Moodley

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A member registered Jul 23, 2022 · View creator page →

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Voted for Community Favourite - Tenisha Moodley - Snack Box

The storytelling was clearly the main feature here, and honestly, I was so enraptured with the art and animations that I barely paid any attention to the story enough to get a general idea of it. This game was lovely. Beautiful and so well controlled. You look like you knew exactly what you wanted to do here. I don't get the decoy part but that's probably because I didn't read the story. Either way, very aesthetic game. Well done!

Hey Mickey thanks so much! But..well, the decoy was the organisation game. The real game was the credit scene. I see that didn't come across well enough huh? Oops. Well hopefully it comes across to some people but we will be aware to make it more obvious if we every edit it again :)

Oh sorry, that one pencil shaving could be thrown away but it always gave us problems. We tried to make it easier to grab but it clearly didn't help. We should have just gotten rid of it actually. Thanks for the feedback :)

The game is beautiful and the aesthetics and layered feedback are lovely. I found the controls hard to work with though. The walk and jump were implemented well but a double jump or wall jumping would have been helpful because I couldn't get past some of the simplest platforms and therefore wasn't able to see most of the beautiful game.

I really love underwater games and the aesthetics and mouse cursor and animations were lovely here. They gave me real SubNautica vibes. The controls for the game though were very difficult to control and when I tried to go back to the home menu to see if I could control the camera sensitivity I found I had to close the game to get back. A bit of UI in the game scene that tells us a little about the plot of the game and also described the decoy element of the game better would have been nice, as well as UI that let me exit the game and go back to the home menu. The game is still beautifully made within the time period!

The game has a fantastic idea. I'm a fan of underwater games that have a horror or fear factor because of how scary the underwater world is. I loved the ship idea and the way it looked but the controls were difficult to use and the plot of the game and dynamics of the mechanics didn't work well when I used them. I probably used them wrong or misunderstood the game but still, I really love this idea.

The glitch was very cool. At first, it seems like the glitch is your friend but then at the end, it seems like a creepy cage that is constantly trapping 'Me' within their grasp and glitchy universe. The visual aesthetics were fantastic and the arcade game feel was nostalgic and fun to play with because it's been so long since I've played a game like that. There were a few bugs and confusions here and there such as with the disclam place that was a sweet shop that turned into a drug store, the idea was amazing but the mini-game didn't have much communication about the ending or progress. The other game had the red squares which I really didn't understand but all in all I still absolutely loved this. Was one of the most memorable games I've played so far. Well done and thanks for making such a cool game!

Music on point as per usual Stud. I really love the aesthetic of this game as well.

This game was very aesthetic. I loved the aesthetic and how the game was all about anarchy but in the daily life of a drunkard, pirate-like, lighthouse keeper. The game had a few miscommunications that I didn't quite like such as that I would complete a task and they wouldn't be ticked off the list but errors like that are bound to happen and perhaps I wasn't fulfilling the to-do list properly myself. It also took quite a while for me to get some of the controls immediately, even though they were quite simple, I just didn't feel like they responded well to me when I was quickly trying to get certain scenarios to take place such as two boats to crash each other while also trying to keep track of the notes and the controls. Otherwise, The game was fun to play out with a very fun character to play as and the simple game goal was nice as well.

This game was truly entertaining. I played it with only one other person but we had a lot of fun and replayed the game almost 8 times which is pretty remarkable because both of us are very tired and our attention spans are low and yet your game enthralled us and got us to work together and against each other while having fun. I quite enjoy games like these, and I got very Prop Hunt vibes from it which is an absolutely lovely casual, friendly, and competitive game. If this was the atmosphere you were aiming for then you definitely achieved it, amongst the few bugs here and there which are expected. I at first tried to play the game without rules which failed and had me going back to read them but they were well executed and I got started in the game soon after. Well done for making such a great game.

Linda, this game was definitely very educational, and very aesthetic. The controls moved excellently and the mechanics were so satisfying because being able to move while having an inner monologue and reading stuff makes the game feel like it's constantly moving forward rather than just standing still, which admittedly is not something one wants to do in a scary dark nightmare forest by themselves. The topic of self-perception was mind-blowing. I loved the way you portrayed it too. The simple repetition but detailed layers and colours really emphasised only the parts you wanted to portray such as the girl's fears and her faceless double. Really cool game. Thanks for sharing it !