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A member registered Aug 26, 2019 · View creator page →

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Changelog:

Added a blood type tracker to help remember what blood types you have collected

Removed a procedural object generator that was likely causing big lag spikes

Added a wake up animation

Improved flashlight and made it easier to find

Extended interaction range of doors

I think a recipe book may be too direct or upfront. In theory, I would believe that a player's choice should somehow impact whether they would have info that helps them later in the game. To that end, maybe an NPC could drop a random hint on how something like a martini is made of, and it would be up to the player to decide whether that was information they would need or not. Or maybe Frank only has one recipe book and the pages are strewn about in random obscure places in the bar, which the player will have to look for.

Definitely the highlight of the night when I played this. My friends and I were laughing after realizing it was an option. The game has fairly good and believable dialogue and the art and music makes the scenario very cozy.

I personally thought that Carnelian was slightly forthcoming, but that's probably cause I don't swing in the direction of buff suave vampires. Otherwise it was a very entertaining VN!

Mixology games are always fun. It's nice to see the MC turn from a what-not-to-do-at-an-interview example into someone more confident.


The only part that tripped me up was the martini, cause I legit didn't know what a martini was made of before I played this game. I ended up having to google what its components are.

Hi, thank you for the feedback! I've just pushed an update that should have fixed at least two critical errors during gameplay. Basically the respawn mechanic didnt reset specific trackers that would throw crashes when said trackers try retrieving objects that don't exist anymore. I unfortunately don't have/know if any other crashes are occurring as Godot doesn't provide error tracking on exported games. As for the leeches, I have modified their mechanics somewhat. I disabled the stunlock effect that they put on the player and implemented some more conditions that encourage them quit pursuing you if they dont have line of sight. Other slight improvements were added with the time I had after my day job and I intend to improve some other parts of the game soon.


I am aware that the game is rough around the edges. I didn't have much time or opportunity to playtest the game before the deadline as a large amount of that time was spent programming from scratch, asset creation/population and figuring out how sound design is supposed to work. Regardless, I do appreciate the feedback as this is pretty much my first game, and design principles are very foreign to me. I hope to improve from the experiences everyone has with the game.

Changelog:

Added ability to skip cutscenes by pressing Shift

Fixed critical issues regarding crashes that occur after respawning

Fixed error where Jonah's ID card did not show

Fixed bug where "Stay back beast!" dialog is triggered without Jonah being released

Fixed bug where leeches try walking into walls

Disabled hit stun from creatures to avoid stunlock

Slightly expanded creature detection range

Added wake up cutscene

Fixed bug where creatures get stuck in lockers

Fixed issue where flashlight remains unchanged when collected

Added missing collision box in flashlight area

Fixed issue where a blob under the table cant be read or collected


More patches to come!

Thank you! I really appreciate the feedback! This is the first game made between me and my friends. It's reassuring to know that the concept of the game is interesting. I have gotten feedback that the game is rather difficult, and I'm considering putting out an update sometime later this week to refine their behavior among some other glaring issues I've discovered after I submitted the entry.

*inhales* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

-Me 2023

Surprisingly fun!