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zedetta

6
Posts
A member registered Jun 07, 2020

Recent community posts

i'll have to give that one a listen ahaha

(1 edit)

loved this character so much i made a 5 hour playlist on spotify cuz im normal

ok but seriously this was really sweet and touching and i love that the player can choose to be empathetic :> super cute art and character design as well! will be keeping an eye out for the sequel!

I liked this a lot, and I get the feeling that there are a lot of ways different items can apply to different scenarios; I do wish that there was an option to start from the room of advantages to try different items.

This was really cute! It took a simple goal (make the dialogue choices that will make people happy - very dating sim) and gave it totally different stakes.

I really liked the idea of using dialogue choices to communicate in code, and figuring out a new way to communicate with both codes at once was satisfying. Being reset to the start of the sequence with every mistake was very frustrating, however, especially when the choice you made about which code to use didn't show on screen like the other dialogue choices made by the player did - I kept forgetting which code I'd picked and resorting to guessing, which made the consequences of failure extra frustrating. The story is a little confusingly vague as well.  With some fleshing out of the plot and some quality of life changes to be more forgiving of trial-and-error I think the code mechanic has a lot of potential, and something I would like to see a game centred around.

Had a lot of fun with this! I liked that some good features of a destination could compensate for the downsides (eg. friendliness and technology compensating for living conditions), though I thought it was a bit odd that landing on a deserted spaceship or space station had the same 'lonely' result as landing on a deserted planet, when there was no indication that either destination would be too damaged to travel. Could also use a bit of proofreading in parts, but overall I enjoyed it.