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ChillinWinston

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A member registered Aug 03, 2021

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Snakes: 0%

Sneks: . . .  :( %

You get what you pay for I guess.  Hallways were a bit slippery and front desk was understaffed, but complimentary breakfast from 6-11 is great and didn't really run into any other guests so it felt extremely exclusive. I did die but the elevator was very clean, past guests seem to give it good praise,  and there was only 1 couch in the hallway. I'll probably stay here again if I'm ever in the area. 

Thanks so much for the time you put in this game. Never played the first version of this game, but I can tell you from playing this version that it feels very fair. The map and imagery is quite repetitive, and yet I never felt so lost that I was frustrated. I felt like I always managed to find where I needed to go. Two notes I have from watching through this video during editing: the first was that I noticed the lighter's flame kind of obstructed some of the dialogue. It's not a HUGE deal, but it did obscure some letters so just pointing that out. Another thing was I noticed that in the final segment when we're turning valves, when you turn a valve, the message at the top of the screen reads, "Remaining valves." It's a bit confusing only because the 1/5, 2/5 etc. counter doesn't show you how many valves are REMAINING, but rather how many valves you've found, so maybe it would be more appropraite if it said "4 valves remaining, 3 valves remaining etc." or something like that. (I realize I probably sound nitpicky, but just trying to give good feedback!) Really enjoyed myself with this one. Goose is top tier character. Thanks again!

Great choice of setting! Boggles my mind that there are actually people in the world that have jobs like this! Also good choice of the visual light cue that led us to the satellite. I think many gamers have experienced enough "lost in the woods" scenarios that just make the search part another mindless task to progress the story and add to a game's run time, so I appreciated that you gave us the nod as to where we should be heading. While the game is short and sweet, the video tapes are a nice addition as they add some replay value. I personally wish I could have met Randy face to face.  . . so I could slap him for making me leave my bunker so many times on a cold night >: (

Thanks for the experience! I loved the office interactions. Even though some of them had no bearing on the story, I loved seeing the different personalities you created. Anyone who has ever worked in an office knows you get all types of co-workers, and the different interactions were fun to explore (even more so since you gave us multiple options to how the protagonist responds, which was hilarious). You did a nice job of blending humorous, nonchalant interactions with an overall creepy story. The transition between the everyday and the supernatural felt fluid and smooth. The only "constructive" note I have (which I put in quotes because it's not something that necessarily needs fixing; I just missed it in my playthrough) is that for the final dialogue, I had no idea I was supposed to be looking up. Because no one in the game ever came to my cubicle, I had no expectation that I should have been looking up to see the character at my cubicle. I was just lucky I looked up at the last second to see the final twist element. Thanks again and keep up the good work!

Fun times! I loved the resolution on the graphics. I thought you did a nice job of balancing story and gameplay. Some games offer players little to no story, which makes us feel like, "Why am I searching for these keys/papers?" while other games offer too much story to the effect of now we're reading newspaper clippings for half an hour. You did a good job of keeping notes succinct enough to convey the story while keeping the pace going and the tension high. I only regret that I didn't get to see the creature! I kind of knew where my go-to hiding spot would be and I immediately hightailed to it when I needed to, but nonetheless I was still unsettled by not knowing when it was safe to leave (which, if I were you, I wouldn't necessarily change because it was fun to have to just take the risk as a player). Thanks again and keep up the good work!


Spongebob: What was the reason we bought those bags?

Patrick: He said we were mediocre.

Spongebob: That's it! He made us feel special.

Way to go with this one! I have no idea how, in a story so melancholy and gruesome, you managed to squeeze in those ADORABLE little cats XD but really though, you did an EXCELLENT job with this game. The graphics attest to the fact that you had a clear vision of how you wanted your world to look. It's like some sort of horror version of a Shel Silverstein book. You used the dialogue well: not too much that the game lost interest, but just enough to make a cohesive story that had a variety of endings (all of which make sense in the story's context). I only had one hiccup in the game, but that's really my own fault: for some reason, when I started the game up, my mouse did not automatically adjust to the game (meaning that I tried to move the mouse and nothing happened). I would only find out at the END of the game that one click and then the mouse registered in-game and I was able to look around, but I spent the whole game not being able to look down and around. Honestly though, it's a very minor complaint (and my fault anyway for not clicking earlier lol) for what was an enjoyable experience and a very well-designed game. Thanks for your hard work!

Thanks so much for this experience. Overall I enjoyed this game. The wonky car mechanics were fun to mess around with, and the dialogue on the long stretches of road helped to keep me engaged in the story even when there was nothing happening. My biggest question is just how all the elements of the story tie together. There was a bunch to digest in this short story, from gas station goose to visions of manta ray apocalypse, and I'm curious to know how these elements all tie together. My guess is that, as the title suggests, the main character isn't the most psychologically stable, but there could also be other explanations that I'd be interested to know! Keep up the good work and thanks again!

As others have said, congrats on the win! You truly deserve it. Every basic element of good game design is here: you create a unique setting, characters, a situation, objectives, and obstacles that tie together in a way that is fun to play and easy to understand. The graphics compliment the simplistic gameplay, and I LOVE how the ability to change the color reminded me of playing games on my Gameboy back in the day. Very good job of composing a musical piece that was catchy and yet long enough that it didn't feel repetitive. Thanks again for the hard work you put into this game and congrats! 

I loved this fan tribute! Thanks for taking two very good franchising them and welding them together in a way that was fun to play and incorporated key elements from both franchises (I myself had to laugh at myself because I fell for the old Castlevania habit of accidentally replacing my desired weapon with a weapon I DIDN'T want, which is something I think every Castlevania player has done at least once). Seriously though I only have good things to say about this project. I loved the graphics, because it helps new gamers who have perhaps played RE 8 get a feel for the style and challenges of playing a classic NES Castlevania game. The gameplay was smooth and fluid, and the boss proved formidable and, even for such a short game, merits some replay value. I would DEFINITELY play a full length version of this game, so if you're even remotely considering further development of this, I encourage you to proceed! Thanks for your hard work!

This was a great experience. The voice acting was a nice touch, and even simple details like putting the control on the walkway instead of on a menu on the Start screen made this game feel unique. I liked the feeling of having to explore, and yet never feeling hopelessly lost. Games can quickly become frustrating when the horror becomes lost amidst the search for the next key or the next room to go, and this game was simple and sweet in that each room offered visual cues as to where you should look. Cool exterior design of the facility! My only note is that if there is a way to die in this game, I didn't find it! I mean, at first sign of the monster I'd turn tail and run so maybe I just made all the right moves, but if death is impossible in this game, I would definitely say add it as a way of increasing the tension in an already very-tense game that had me exploring my upper octaves :) thanks so much! You have great talent and I encourage you to keep making games!

This was a great PT-style game! I personally like games better when a developer takes a small setting and gives a lot of attention to detail vs. having a large map that's full of nothingness. And, small as the hallway was, I STILL managed to have a hard time finding everything I needed to find. But at no time did the game feel unfair. Even finding that one lovely clue (that I'm not going to spoil here but I'm sure you know what I'm talking about because I'm sure I'm not the only one who struggled to find it) was not what I'd call unfair, because once you spotted it, it was pretty obvious and I felt like a dope. I also liked that you wrote a story for the game. It was short, but I think stories give context to what makes a game scary. You could have made the same game without any of the dialogue, and many of us would still have played and enjoyed it, but I love stories because they captivate us as players and make us want to find out what's going on. That's a good mechanic to have when your game involves things such as collecting papers, because many games give us no reason to want to collect the papers. Your story kept me intrigued enough to keep searching (even though I didn't find them all). Keep making games! I'm interested to see what kind of stories you will write when your games become lengthier! 

This was super fun. There are so many games where the primary function is to just explore the area, so I love the creativity you took by adding the element of the phone and the snapping of photos. Even when I was lost, snapping photos and messing with the different phone functions kept me engaged. And the way you played with the lighting (contrasting the dark with the phone flash) in certain areas certainly made for a good jumpscare. Overall, my biggest note if I had to give feedback is that I felt a little as if I had no indication of where I should go and what I should explore, but the area was small enough that, were I to go back and play it again, I'm sure I could have figured out the way to the other endings. Other than that, you created a neat little "world" in this back alley, and it was a fun time. Thanks again for the experience. Please continue to create and looking forward to your future projects!

Thanks so much for this experience! I love when storytellers will write a contradictory character, meaning a character that does something that plays directly against what they'd like to do. If you've never seen Monk, I'd recommend it, because the title character, like your protagonist, is constantly thrust into situations that he would much rather avoid. It creates humorous situations, and in your game, it's actually a MECHANIC in that the "life bar" if that's what it can be called is affected by how long the character is in the dark. I thought that was very creative. The music was, as noted by other comments, extremely addicting and funky fresh. I edited it out because I honestly thought it would be annoying to people, but like a good 3 minutes of commentary for me was just making up songs to the music, which is a good sign that the music is fun to listen to and absorbing. I also thought that the level of difficulty was very balanced: challenging, yet not so hard that I gave up after a few times. I kept coming back after getting caught because I still believed I could beat the levels. Excellent work! Shout out to Boss Ross.

Thank YOU.  Always be encouraged; you developed this game and you have great potential. I hope years from now you'll still be developing games and that each one will be better than the last. Hit me up with your future projects! Would love to play them. Thanks again man!

Very nice work.  I liked the premise you created. We can pretty much all relate to the experience of waking up at night and being afraid of what might be lurking right outside our bedroom door.  The creepy thing about being a young kid is that at such hours of the night, the mind can play tricks on you. Every sound becomes magnified, every creak in the night becomes a monster in our minds. My biggest note would be to consider how the ending is delivered. The game kind of ends abruptly, and for me it left me confused about how to feel.  I do feel bad for the protagonist, but because it's a short game, it's hard to feel too bad because there isn't enough time to get emotionally invested in him before the ending is revealed. You've got the outlines of a good story here that just needs some more fine tuning to become something awesome. Please keep making content and keep up the good work!

This game was very strange, but I think overall my favorite component (and the one that freaked me out the most) was the tv itself; not knowing what was going to pop up on the screen was incredible unsettling, and it gave me the feeling of not wanting to look and not wanting to look away. The depressing, unlit house captured that feeling you get when you draw the curtains and do nothing but stare at a screen for 4 hours. I think I'm going to get some outdoor time after playing this, which speaks to a job well done of capturing a mood that left me feeling like I needed to get away from screen time. Keep up the good work Matthew!

This game was short, sweet, and to the point. I love that you chose your sounds carefully; music at certain points, sounds in the distance that made me not want to approach. It was unsettling, especially because the setting itself is not large, and I had the anxiety of thinking where would I run at a moment's notice if I needed to. Well done and I'm excited that this is part of a larger game!

This game was an absolute gem. I got nostalgic playing it but I didn't really know why. I guess I just felt like I was reading a children's book, which says a lot about how well the setting was crafted. The music is absolutely dreamy, and it reminds me of some of the levels in Kirby games. It's just so happy! I would encourage you to keep making games of all kinds, but in genres like this as well. I think there are so many types of games out there, and while lots of popular games may involve fighting and racing and high speed action sequences, it's nice to remember that some gamers love experiences like this, where you can just listen to some calm, beautiful music and solve a few postal puzzles:) thanks again and keep up the good work!

This was a cool experience. I'd love to see this developed into a larger game with a more developed story. I loved the atmosphere of the building, but I was a bit frustrated that the letters on the walls were very difficult to read. I also wasn't too sure about why the video camera kept going static and the story would pick up an hour later. It didn't seem too pertinent to the story, and seemed like an unnecessary interruption. Good work and thank you so much!

So you should definitely take whoever composed your music and give them a big slobbery kiss (or a high five or whatever's appropriate) because those were some funky fresh tunes. Honestly I loved this playthrough. Even though this demo was relatively short, it's evident that you took a great deal envisioning the underwater facility, and I can tell by the notes left behind and the trailer at the beginning that you have a clear idea for a story in mind. Count me on the side of people who want to see much more of this game in the future!

Thanks for the experience! I loved the thrill of the final chase, and I thought the cabin off the side of the road setting was a good way of building suspense to the player. As a fan of The Silence of the Lambs, I appreciate the homage you paid to it! My biggest wish after the game is that I understood a little bit more of what the story and the protagonist, but either way it was an enjoyable game!

I commend you Donitz. You managed to leave me uncharacteristically speechless by the end of this game. I don't want to spoil anything for anyone reading this comment, so I'll give vague praise and hope that it makes sense. I admire the way in which you crafted a short yet powerful story using what I can only call a masterful sense of misdirection. I get the sense that you know common horror game tropes, and that you used that knowledge to your advantage to make us THINK the game was about one thing when really it was about something else. And the best part is that, for the person who loves guessing ahead, the twist is hidden in such a way that it's not at all impossible to figure out, but still manages to floor people like me who never saw it coming. The bike mechanics were absolutely realistic. They say "It's like riding a bicycle: you never forget," but I sure felt like I had when I started out! And most of all, the crowning achievement of your piece is the story itself. The monsters aren't pointless fiends that appear with no purpose and have no bearing on the player other than to escape them; the story reveals all at its end, and leaves the player with the fanciful task of piecing together how and why such beings manifested on a dark road at night. Excellent work!

This was a great experience! I love that you picked a hotel for the setting. Hotels can be naturally creepy because you can't really be sure of who or what might be lurking behind any of the doors. And dim lighting can make a walk through a long, silent hallway seem like it takes an eternity. I kind of wished you could run in this game or that the character walked a bit faster because it made backtracking frustrating, but it didn't affect the overall quality of the atmosphere, which remained creepy from start to finish. Very well designed color-palette. It reminded me of The Shining (if you've never seen it, there's a scene where a kid rides a tricycle through the hotel and the carpet in that scene has almost the same color palette as the carpet in the bedroom of this game, so even if you didn't mean it, way to pay homage to a classic!)  I like how you intentionally kept parts of the hotel dark, because it made it easy to reference where I should go when I got lost. I'd be interested to see you tackle other settings in the future, like abandoned hospitals or an old mansion or something like that. Great work!

Let There Be Chaos indeed! I was pretty composed until the last minute of the game. That child's laugh crawled up my spine and made me want to find the biggest sledgehammer I could find and smash things for half an hour. I found the big headed figures to be more cute than scary, and I didn't at all understand what the last figure in the hallway was supposed to be, but I suppose one advantage of making a game centered around chaos is that even things that seem nonsensical can fit into the theme quite well. Keep up the good work and I look forward to seeing what else you come up with in the future, be it of a sensical or nonsensical nature:)

This was an awesome experience! I love that you chose to design a protagonist. Even if he doesn't say a word, it intrigues me thinking about his backstory and why he's there.  I can tell you've been influenced by some very good horror titles, and yet you have created an awesome piece that is its own. You choose well where to incorporate music vs. where to let the unsettling silence of the deserted island keep us in suspense. And dang! For an indie game, to have 3 boss fights was a treat! My one angst that I had while playing was that it took me awhile to get used to the movement controls, but honestly that's not much of a complaint because I just needed to practice. I was hating it especially during the crab man fight, but it made it all the more satisfying when I took that sucker down. Thanks for making this! I hope you'll continue to make more games and even develop games like this into longer titles, because you, Warkus, have a great talent!

I only now read that this game was made in 48 hours and color me impressed! This game is a perfect example of "less is more." I think most gamers who've been around the block have probably played a game or two where they thought, "This is a whole lotta nothing." Like when you have a big map or a huge inventory list, and then you don't even use half the stuff. Your concept was INCREDIBLY simple, and yet it was executed in a way that was fun for the player the first time, and keeps us coming back by slowly warping the items around the room each time. The music was the masterful thread that tied this piece together: a lovely, daytime-television theme song that slowly began to warp and turn into Twilight Zone all-is-not-right-in-the-neighborhood theme. And yet, despite the creepiness, the entire game is held together by its title theme: we're still making tea. It may be with teabags, it may be with dogs, but it's still tea. Bravo on your work and may your future endeavors be filled with the fun, flavor, and nonsense that this piece beautifully captures.

What a fun time! Thanks so much for the experience. It's evident that you took a great deal of care to craft the atmosphere of the dungeons in Ruin Valley. The music is amazing: both peaceful and yet mysterious, which compliments the dungeon setting. I love the color scheme and the character design of the protagonist. It makes me feel like I could be playing this game on a Gameboy, and yet things like the animation of the water make the game feel very modern. The bottom line is that I think gamers of all ages and experiences can enjoy this game, and I'm glad that this is only a demo because I, like many others, would love to see more! I was questioning what was the point of collecting coins but I have no doubt that you will have answers to that in a future release of the completed game. Amazing job and keep up the good work!

Very cool concept! I'm still mulling over in my brain about the story. The first part of this game was a good set up because it fooled me into thinking that I was just dealing with something ordinary here. This game raises the good point that "horror" as a genre doesn't necessarily always entail the supernatural: natural disasters and the damage they inflict on people are as horrific as the things we only dream about in our nightmares, and maybe even more so. I think it'd be TERRIFYING to go down a flooded hallway with limited air, not knowing if a water current or random piece of furniture is going to block your path and prevent you from rising back up to the surface. And yet, upon the descent, you had a nice and sinister transition of turning a natural situation into a supernatural one. I loved the music while underwater, which made me, while I was going through the underwater dining room and kitchen, reflect deeply about the pain of loss that victims of flood experience. I did find the one bug (that you'll see in the video) of drowning near the end and being unable to continue, but other than that I experienced no other mishaps other than those caused by my own shenanigans. Thanks for the experience!

Very well done! I love when a storyteller picks a theme and just runs with it. In this case, sound. Not gonna lie: had no IDEA how to piece together the elements of the actual story. HOWEVER, as a player, because I understood that this is a demo and that the theme was a sound-based game, I found that I was still having a blast. And the theme of sound itself! Especially in horror, sound is such a powerful tool. It crafts in our minds the most nightmarish of situations, even if it's just a twig cracking or the creaking of a swing. The mechanic of getting a flashlight or opening a door by playing a CD was VERY satisfying, and I'm pleased to know that you are working into making this into a larger game! Keep up the good work!

What a fantastic piece! Above all, I think what I loved about this game most was how gigantic it felt. From the outside, the building was not striking. Once inside, it was an absolute LABYRINTH. No two rooms felt the same, which is a great asset to you as a game developer because it speaks to how you took the time to specifically develop each room and make them unique. Your monsters were creepy and the level of difficulty was at times burdensome (with looking for items) but at no time did the game feel unfair. If I had any constructive feedback to give, I would only say that, as a player, I did not find myself too interested in the story of the facility. I think that's because there is already story enough: as a player, you know why you are there, you find out that you have been tricked, and you know the conditions of your survival (find the quest item and leave). For me, it was hard to care about the story of the facility and the zombies because in no way did learning that story pertain to the game. Yes it explained why there were such horrendous creatures, but it did nothing to help me as a player nor did it change my objective. I just wanted to find what I was looking for and get out. (BUT, that's just me and maybe others feel differently!) Despite this, you should be incredibly proud of what you've created. You've a real talent and I encourage you to keep creating.  Thank you again for the fun experience!

Great voice acting btw! And one last thing I forgot I apologize to Alyssa for mispronouncing her last name (as well as any of you whose names I mispronounced, but hers I know I definitely did because I saw the "G" in game as a "C"). Thanks again!

Cool game! Thank you so much for the time and effort you took into making this. I had a blast! I really love that you set the time limit of 5 minutes, but didn't put a timer in the game; I mentioned in my video that maybe the time limit was just a hoax, but nonetheless the thought of not knowing if it was lingered in my head, and I kept turning corners frantically waiting for an axe to drop. The biggest note I have is that the voiceover for the villain is too hard to hear. I had a difficult time understanding him because his voice was very muffled. Also, you'll see in the red room with the photos hanging, I noticed that if you grab the key before he's done talking about the photos, the dialogue about the photos is interrupted by the dialogue about the key. Keep up the good work!

Call me intrigued.  Like many before me, I found myself wishing there was more content in the demo, but that speaks to the power of a good trailer: it gives you just enough to leave you wanting more. I personally do not care for trailers that show the best parts of the movie (like when you see the best jokes for a comedy in the trailer and then give that awkward half laugh when you see it in theaters because you've heard the joke already), so I think you did a fantastic job of crafting suspense while still managing to keep the larger parts of the story (and the scares for that matter) hidden. Thanks and can't wait for the full version!

Thank you so much for the sub! And for the confirmation that I wasn't crazy about the "use bolt cutter" incident! Looking forward to your future projects!

I had to laugh at myself with this one because it taught me one thing: READ THE DESCRIPTION BEFORE DOWNLOADING. You gave sufficient warning that this game would be difficult, and all I could do while playing was bang my head against the wall trying to figure out why this game was so infuriatingly hard. Once I returned to the game page, my rage instantly dispelled and I laughed and laughed at myself. Criticisms turned, quite quickly, to praises. I think you captured a good balance of a rage game: something that is pretty difficult in nature, but gives that player the sense that, even if it takes 1000 deaths, it can be done. The more I played, the easier it was to get the bathroom key and the bolt cutters, but it was about as far as I could manage with the limited patience I had for dying over and over again. But already, I’m thinking I might give this another crack down the line, because my brain is still unwilling to yield to defeat! My only actual piece of constructive feedback would be that several times, a notice would pop up (Press “E” to interact and “Use Bolt cutters”) that I’m not sure was supposed to. When I “used” the bolt cutters, I had no clue as to what I had used them on, so I think it might be a bug (or I’m just horrifically unobservant, which has been known to happen). Thanks for your hard work!

Awesome experience! I don't want to spoil too much in this comment, but my absolute FAVORITE part of this game was how much sense everything made. In so many horror games (and movies for that matter), the common trope is choices and premises that make little to no sense. Sure it makes us laugh and provides us with the good jumpscares, but when we sit around with our friends at dinner afterward we laugh at how stupid this character was or that group was for splitting up to search the house. This game arose those questions for me and then tied the knot PERFECTLY at the end. For a dope like me who didn't put 2 and 2 together to make 4 until the absolute last minute, I was profoundly overjoyed and applaud your ability to tell a great story using only a single room, audio clips, and two characters. Bravo!