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diligence

98
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A member registered May 09, 2024 · View creator page →

Creator of

Recent community posts

Are there freudian implications in this game?

Enjoyed this game. Spamming E on witch teleports you farther

A few people celebrate Halloween in Russia. This game gave me a better understanding of how it feels in your place.

Gave the highest grades. If you could put the game story into one sentence, what would it be?

Most of the time I had to press D and F simultaneously, but it is usually done with one index finger on left hand. I can't come with the best solution, but it would be cool to have the movement and virus mechanics be pressed by different fingers, possibly on two hands. Thanks for the game!

When mice spoke, the white text was easy to read.

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I died several times before realizing that the key bindings are not usual. One time on the scene with a red ladder and chasm, the one handed monster grabbed me and pulled to his side, but I still died.

For some reason my cursor wasn't locked inside the game, and I also couldn't enter the full screen mode. Another problem is that the text over ubuntu desktop at the beginning of the game overflows the left and right edges of the game frame. Played on Linux, Firefox 131.0.3 (64-bit)

Why did you make such a game?

Couldn't survive for more than 18 seconds.

I visited Bitsy website to see how games are made using this engine. How did you add the eye animation?

I guess the game was influenced by the Eastern culture. There were relationships of the main character, music (?), and quests for killing hundreds of monsters. On the first level my score got negative, I don't know if it was intentional or not. I wish there was a mechanics to do a small jump. It will be impressive to see cats' story revealed not in the "how to play" section, but somehow between or during the levels. There could be a boss dog, who becomes your friend after you defeat them.

Double jump animations remind me of World of Warcraft's night elves and blood elves. Thanks for the game!

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If I understand correctly, the first part of the game was inspired by a postman, who rides a bicycle and throws newspapers to the doors of houses along his way. If the box kept the momentum after throwing, the game would be even more realistic. One time it was stuck between two obstacles, and there were no way to continue the game, other than restarting it.

The second part of the game was unexpected. I couldn't see the house with red windows (maybe because I have a minor color blindness for green and red), and found it randomly. Then I saw a church.

Thanks for the game!

The conditions of winning or losing seem to be random, or depending on whether you encounter a quick ghost or not. Is there a philosophical meaning behind this game?

At first it felt like the main character encountered something demonic, and needed to survive. At the end it felt like someone locked the main character in, and waited before they settle down.

The mouse sensitivity was unusual.

The game didn't run in full screen mode, and it was hard to read text, especially diaries. Got the good ending on the first try, but it wasn't interesting to visit same places a few times. There was an item at the end of the map. For some reason I saw it, but couldn't pick it during my first visit. I think, there are many parts which I didn't discover. Thanks for the game!

I removed the screenshot. How do people report bugs on this website? If someone found a bug in my game, I wouldn't mind receiving a good explanation (or demonstration) of the problem during a jam, not after the game's release

Couldn't complete the second level with two enemies

I didn't know what I actually did during my first game

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I like how there are options to choose keybindings. Tried to play with OKL; like a left handed. On the second level the enemy was stuck in a doorway

The game is simple, and pleasing. If there were only one candy and one ghost, the chances to win or lose would be 50%. With three candies the chances are probably the same (?). You enjoy finding additional candies, and also have higher expectations and stakes to lose. Good sound design.

I don't know how many hours were put in in this project. I didn't expect the game to be this big, there is even a fast travel. Only explored the starting area and parts of Salem village (?) in the West. The only four stars score I gave is for sound design. There probably not so much you can do for Game Boy game, except maybe for npc sounds. Is there a chance you wrote music yourself?

Sometimes enemies become stuck near walls. It is easy to abuse the pathfinding algorithm in the narrow corridor in the south of the map. You can attack zombies with knife, whereas they can't reach you


Imagine you want to read a book with one hundred pages. If the font is pixelated too much (has a low resolution), or creates a bad contrast with the background, the book will be hard to read. For example, on the first screenshot of your game, if there was a dark transparent rectangle behind the text, it would have been much easier to read. There are guidelines, which UI designers, web developers and typesetters use. You can achieve a lot simply by choosing a good font (family, size, color), and making a good layout of the text. One of the best illustrated books I've read on this topic is Refactoring UI, by Steve Schoger and Adam Wathan (2018-2019).


Whatever I tried in this game, my character always lost. There could be a cover or something in order to survive. Thanks for the game!

The story progressed quickly from interrupting class, to corpses in a hallway. I only wish there could be a faster replayability. The teacher's postures and hmms (don't know the verb in English) are funny.

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There is a lot of text in game, and should be opportunities with typography for a minimalistic interface. Gave high scores

Would be good to have progressively hard levels, or at least a safe space at the beginning of the first level. Couldn't do much, because the difficulty is high and the gameplay is chaotic.

The graphics are impressive. White noise and low contrast create a novel effect, but with more time in game they simply obstruct the vision and become excessive. Vignetting obscures important parts of the interface, especially at the bottom of the screen during the battle. I liked how you can create your own monster from different body parts, there could be a button to create a monster from what is available automatically (?). Gave the highest scores.

The increase in difficulty from the first level to the second is huge. Then you have to repeat the first level every time after you fail the second. Escaping from the monster is intense, I was stuck a several times in walls.

Was scared when the person suddenly thumped the table. The game is great, but it is weird to press a smiley face after that.

Won 25 tickets after throwing a ball, figured I have to place a crate. The first crate fell right at the stall with prizes, the second one - far away above my reach. Thanks for the game, though

Doesn't seem to work in Firefox browser on Linux. Counter stays at zero, mouse clicks or any keys don't do anything. Pumpkin trembles

The visual novel is impressive. Just showing a button to look back added some pressure.

Graphics look simple, yet impressive. Having such a small world is an advantage, because puzzles are easier to solve. Details are mixed and the game feels surreal: the lock is small, yet the key is big; the lightning is from torches, yet the chalk numbers on the walls are modern.

In this game you have to choose between two persons: the one with right answers, and the other with wrong answers. Why did the second one shoot the first?

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The fact that the game is 3D is impressive. It took too much time to figure out how to fix a pipe. After that it felt more like a routine, not a game. If the process was intuitive, and there was something unexpected nearby, perhaps game would be more interesting.

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I don't play violin, but this game gave me a realization, that you have to "channel" the sound continuously by moving a bow. In musical games it is more typical and enjoying to follow the rhythm, and press appropriate buttons abruptly or "staccato" (?) at the right time. For example, in the Rhythm doctor you only press space bar when a note aligns.

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The game is captivating. "In the Hall of the Mountain King" is a good soundtrack choice. The first game I've seen in which there are controls for the left handed (?).