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ViburnumScarab

11
Posts
A member registered Jan 02, 2023

Recent community posts

I enjoyed what was available so far, I like getting to meet people and I felt like the quests would be fun if I continued. Some suggestions: 

1. I started to feel like I had been given a lot of "quests" to consider by the end of my session. I had wondered if we could have a notepad or a quest list somewhere.

2. I cannot help myself and I always look for all the details. I felt like there were a lot of those in the garbage, maybe too many. Not sure. After the quiz, I think this was one of your main ways to give that information to players. I wonder if we'd be able to access them through some kind of notepad (again) or maybe an inventory, as they're items mostly.

3. I felt there were a couple of moments where there were jumps in logic. The one that stood out was the switch from, there's some weird chemical that we found to sudden social changes without explaining why or how.

I liked the premise and the art is quite pretty. I got stuck trying to shoot the object in the sky in issue 4. No matter how much power I gave it, it told me to try again.

I tried it, even though I disagree with the use of AI in creative developments. I went through the intro, and none of my choices mattered. If I didn't choose the right option, everyone died. Then it threw me into the AI screen, and it couldn't answer basic questions related to the narrative. I think it would have been much better if you wrote dialogue instead of relying on the AI.

I will echo many of the suggestions that beaublue mentioned, but I wanted to specifically talk about a couple of sets of choices that I experienced as Jhorrick.
1. I really enjoyed the memory sequence toward the end of the demo, and the lack of control that I felt. That is what I expect with a character focused on memory loss. I hope this kind of strategy continues on.

2. I felt slightly confused when I let the indigenous people take one of the party, and everyone seemed to dislike that. Why did they feel that way?

3. I felt like Jhorrick frequently has the choice of several snippy ways of speaking in conversation (which is fine), but the other person in the conversation appears to not care each time. I would personally take a little offense if someone spoke to me like that IRL, and I didn't see that while playing.

I loved the art! Very great designs for each of the demons' personalities.

Very beautiful. I love the thought that we learned to sit with each other after death from fungi. All plants are descended from one plant that sat with a fungus to learn about the chemical ABA, without it, they would just leak all of their water out. We probably have learned something similar from fungi.

I loved the art. Fun, quick little game, but I was hoping for more choices - especially to attempt to save the colonists.

I really enjoyed the way that the text transformed by clicking certain options or even hovering over some of the notes. I also always appreciate playing a Lena type character. I hope that you continue work on this!

Very beautiful pixel art. The relationship felt very real and the inability to understand it helped keep me focused on the distraction of the Year Walk.

I thought this was really fun - super thematic since I just finished Cloudpunk City of Ghosts!

I really enjoyed this, especially the camera and end clue mechanic! Truly unfortunate that landlords can last beyond the grave.