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Jojo_Ana

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A member registered Jun 08, 2020 · View creator page →

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Like some of the other comments noted, the scroll work was a really nice touch alongside the soundtrack! I was wondering if there was a way for the scroll to start at the top of the string after the player selects their choice because it didn't seem to do that automatically

Very nice use of typography and color to give into the game's ambiance, as other comments pointed out! Some aspects of the game kind of reminds me of ARandomRat's "The Life of a Scavengar" in its exploration style.

Nice blur on the background, that really helps with some of the legibility of the text on the screen. The writing does give a nice semblance of hinting and some hidden insight as to what the future path holds--it really does show the PC can make meaningful choices and I wonder what are some ways you can expand on this potentially. Nice game so far!

The visuality of this looks so good—makes me wonder if its a tome of secrets, of spells, or power. The particle effect is a fun effect to evoke the magical nature of the item. Wondering if there’s intensify  the curiosity. Like if the player were to click something there’s some sassy text  that pops up

It’s such a sweet and sincere game. As the title of your game suggests, it does well with giving the player snapshots into memories, parts that are kept to oneself made visible through the medium. Good use from switching from what the game “thinks” to fleeting thoughts that pass with every click of the button

This was actually the game that peeked my interest the most while playing the game. Love the visual and sound design, both whimsy and a playful serious vibe. Potentially having the written spoiler hints that you have on the paper in game might help the player if they’re feeling lost

What a plethora of combinations available! I wonder if additional sounds (like a blender or a whip cream sound effect) would help with further immersing the player in the experience 

Agree! So far it has good building blocks in place to be atmospheric so I’m curious what else can be added to paint a fuller picture, even having something creeping in the background that gets progressively darker would be an interesting touch

A small suggestion is playing around with the typography/color both in the game and itch page—it can help elevate your game’s experience to the player in terms of what they should feels. (Also the full screen button seems to not be working for whatever reason?)

MMM is really a cool take on generating something randomly. As a game meant to be thought provoking in reaction,I wonder how it would read in a longer prose formate, like a sonnet or monologue?

With the interactive narrative style game, it reminds me of Quixoticanine’s “Nameless” game, though the visuality goes in completely different direction. The dialogue is whimsy sweet. Also, nice way to loop the story at the end

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Nice adventure game you have going on, the differentiation in lettering helping illustrate the pathways. Gives into the impression of not everything is what it seems to be. Reminds me of the choose your own adventure-esq style with twists and turns in the story/writing 

I really do feel the branching pathways with the text options, making the choices I make meaningful—it’s personal and relatable. The text at the bottom switching from conversation to repeating highlights the sincerity in the game, the vulnerability.

As a creative, I always find myself lost in some during some part of the creative process—honestly it’s inevitable. It’s really interesting having a game that helps combats this and revive inspiration in its own way

As an exploration type narrative, I feel the world unfold around me as I wonder aimlessly (complementing the title of the game) until I find my place. It makes me wonder if it’s a chosen title or a title one is born in. Really good use of writing to have some introspection of what being and being with a name means!

Firstly, love the story that’s going on here, very cute and aesthetic! Simple in terms of buttons with space to display the strings and F to draw the gun. While I like the instruction in the beginning, maybe having a note during the moment would be potentially beneficial. 

With having the arial/sans serif white text on black background gives the impression makes it feel like everything will be normal and nice, making the string repeat jumpscare kinda work. Wonder if there’s a way to push this further with including visual elements

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Really good use of rich text and even different typography in some parts to guide the player experience. Great writing, even going a little meta at some points

SPOILER:




(also nice secret pathways)

Really felt the trapped in a laboratory feel! The use of fade away during a pathway was a good touch in dramatizing the story

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The visuality of the background elements was nice. The blinking animation during one of the pathways was also a good touch in immersing the player in the story

The beginning of the game is a visual novel style game, reminding me of a twine game. The UI elements are clean, the escape key leading to a menu with options to go resume, go back to main menu, and quitting the game. The visuals in the background adding to the player experience 

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