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A member registered Dec 29, 2022 · View creator page →

Creator of

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Wow. Just wow. I didn't really expect a review for this old demo, let alone such an elaborate, awesome and touching review! I'm perfectly aware of the issues with the combat system (as well as all the other issues in the demo, which there are plenty) in its current state and will, ofcourse, fix it in the new installment . I'm glad that you were able to feel what the game is trying to convey in that small demo – it's very reassuring, bc English isn't my first language and seeing that my message crosses the language barrier well is great! It's almost a shame that you had to write such a long and heartfelt comment for a demo which isn't supposed to be seen by anyone at this point (bc of its quality relative to the new installment and the final product), and I guess you at least deserve a reassuarnce of the fact, that the development process is still going strong, and that a Steam page with a new (bigger and improved) demo must be up by the end of 2025! The conclusion of your comment is especially heartwarming and it makes me look forward to the release of my game even more. Thank you, really!

А, кста, ты случайно не с Двачей? А то есть некоторый бордовский фил от игры местами

Неплохо-неплохо) Мб, над дизайном монстра стоит как-то поработать, а то выскакивающее на экранах изображение ну совсем не страшное. Интересно ещё, что это за фанарик такой, который такие большие батарейки жрёт с подобной скоростью) Но проект интригующий, выделяющийся в общей массе - я даже посоветовал бы его к прохождению уже на данном этапе. В общем, допиливай - посмотрим с удовольствием на релизную версию)

Hey, that's neat:) I'd suggest that, maybe, you should change the footsteps sound, add some ambient noises (wind and distant city sounds, when entering the tower and various creepy sounds in the tower itself like metal creaking and something crawling up and down the walls, for example) and add something chasing the player down those platforms, when the light is turned off. Other than that, It's a cool little game, I enjoyed it:)

This is almost legendary, dude!! And I was wondering, where did you get those... I thought, that you somehow exctracted them from the JAR file or something and then upscaled them. You talked to him via email, right? 

Man, I remember playing it on my Mom's SE, like, wa-ay back in the day. Sa-ay, aren't you the author of the original JAVA title by any chance?..

Just go with hearts and 3.4/0.5 value cards - those are OP.

Here's the loadout that granted me a successful run. Nvm the smiling mini-shield. Basically the things that carried the run were the brick structures, the gemstone heart, the tilted sword, the whetstone and the windmill. These, I guess, were obtained due to some good RNG, which was (again, i guess) positively affected by a lucky ring and a few luck-increasing consumables.

По традициям оранжевого форума?)

го может в ВК найдёмся?

rush B, suka blyat

А ты кто-то из разрабов или просто мимо проходил?

Holy...

That took me, like, what, a hundred attempts?.. Before I saw your comment and won the game after LITERALLY the first try of this strat. It appears to be so effective, that I didn't even need to collect the ''Haste'' and "Two extra ammo'' powerups.

Thanks A LOT, man!! I don't know, how many more tries it would've taken me, if I would not have seen your comment! 

I can't really point out the sample, which I liked the most in that track due to my current lack of knowledge in music-making, hence the (stupid) question about the exact specific plugin/plugins used for the track.

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Thank you!! I especially liked the soundtrack, which plays when you have to collect items necessary for disposing of the body. Which of these three plugins did you use to create it, if you don't mind me asking? :)

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Can you, please, tell the name of the plugins you used for the game's OST?

Spent about 5 hours on it before getting to the true ending of the game. Was totally worth it! You did a great job in terms of game's art, RNG and balance.

Thank you for the hint :) It's a shame, that nobody did a video analysis on both the ''No Delivery'' and ''Sorry, We're Open'', though. Not that I'm too lazy to analyze them myself, It's just that both of the games are deep enough too dive deep into the explanation of their overall story and meaning.

In my opinion, both the ''No Delivery'' and ''Sorry, We're Open'' are a perfect example of games which depict the mix of living an everyday working life and being stuck in a limbo/hell of sorts. For some reason, I find this type of horror games especially fascinating, and your games, I think, set an example of doing ''mundane job, but in hell'' type of plot right.

That ending made me laugh out loud XD Thanks for hinting a way to obtain it!

It basically worked as a cheat-code, which made the game lose it's thrill completely :( But, still, thanks, 'cause you probably saved me personally at least two hours of grappling with game's RNG.

My initial strat was to obtain the froggy helm, collect all the items, which buff the dodge chance, then max out the dodge chance through level ups, and all of that, in turn (in theory) would've given the character an ability to dodge the bullet with 105% chance. 

Пиксель-арт прям очень хорош!

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Just two bros cheking out a live action promotion for RDR3 - no homo.

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Can you, please, give us some sort of a story explanation, or, at least, refer to one?

I tried to find an explanation of what actually happened in ''Sorry, We're Open'' online, but to no result.

I am REALLY curious, and don't want to be left with just mere interpretations of mine.

Oh, yeah? I was at the verge of punching through my laptop's screen, when navigating those XD 

Do you, by any chance, still have those pictures, which you converted into maps for the game? I would really like to look at them.

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I am sorry, but the level design of this game is just awful. It's so bad, that all the charm and the vibe the game gives off initially is just getting absolutely DESTROYED by the this oatmeal of pixels, which A)gets the character stuck CONSTANTLY (and I mean, to the point, where you have to restart the game sometimes), B) Makes you pray that you won't get teleported to a random location and get stuck in the mush of pixels again C)Confuses and frustrates you to the point, where you just want the level to end. 

Essentially, the gameplay is running inside unnecessary-confusing, messy mazes, while trying to avoid frustrating, annoying and unfair enemies. Finishing those 6 scenarios of this game was truly grueling and for all the wrong reasons.

I'm sorry, if that sounds harsh, I just got really frustrated bc of how many attempts your game required to beat it because of it's level design. The overall atmosphere and the premise still rock. Improvments in level design, gameplay, variety of sound design, background music and (optionally) artstyle will only make wonders for your future projects. I wouldn't have cared to write such a detailed review, if your game was bad. It's actually pretty decent and unique, but the level design ruins it, imo.

I 100%-completed it! The ''U'' key is going to sue me now...

do it be fartin'??

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I spent, like, 3 hours on it smh before getting the true ending of the game - that's how involved your game got me. Nicely done! I especially liked the variety in terms of characters' backstory and RNG.

I was very pleasantly surprised to know, that the game is set in 1984-ish setting, bc games which are set in a dystpian universe AND include masked soldiers, spewing distorted radio chatter... well these games are my personal soft spot.

I really liked the gameplay improvements in this part, and am looking forward for more adventures of this charesmatic and brave enforser.

Please, release more!

The monster design is creepy af. Jumpscares made my skin crawl every single time, and my palms were sweating throughout the whole walkthrough. Great job!

The atmpshphere in this game is great! Wish there would be more to your game's story and gameplay.

The game actually does a pretty good job at keeping you tense, even though there is technically no ''game over'' (at least, I haven't encountered it during the chase sequences), the small touches like the bag twitching are nice. The game is also optimized very well. Good job!

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Thank you again for taking your time to look at my game on stream and even editing it into a whole separate video!

I am really glad, that you were able to appreciate The Mute's quality, because I really took my time to make a game stand out.

I'm gradually continuing to work on a bigger demo now, while editing some stuff in the division 0.5

It's also very cool, that you became fond of concrete structures! 'Cause I myself find almost all of the examples of brutalist architecture truly breathtaking.

There's gonna be A LOT of concrete buildings in the bigger demo and a full release.

Thank you for your feedback! The ''afraid to wake up whoever it is'' feel is totally what I was going for. 

I am also glad, that you took notice of the artwork and that you were able to enjoy game's features as intended.

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Thanks for motivating me with your early feedback:) You can download the English version of the demo now.

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Coming right up!

(It will be done by the end of August - tops)