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OwenBall10

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A member registered 60 days ago · View creator page →

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Really neat idea, more like an interactive tool to help build the story than tell the story. While the manual input is mostly run by the user, the random generator is very interesting to me and I could see some fun premises of stories being made from it. I could see myself using this to come up with a story for a future game myself!

I loved all the stylistic choices made here, with the visuals, sounds, colored dialogue, and the story is really cute! Honestly wish the story continued! I wonder if since we have a name tag and sandwich doesn't means we are a pet while they are a stray? I wonder what dynamic that could bring going further

I really like how the end of the journey does not necessarily mean "Treasure found/enemy defeated" or "Your dead", and it can end in other ways such as the adventurer being fulfilled by being accepted into a new family.  The only improvement I can think of for this kind of game would be to add more visuals and sounds, but I think sometimes just the black background with the contrasting red and blue options has a nice effect in its own right! 

I think the vibe of this game is really cute, and I love the images provided. I think some light music/background noises could help develop the atmosphere more. Also, maybe have some options from one branch of the map effect the other, like if you selected to keep a shell, maybe then the vendor will give you non-cursed cake lol! Either way, this is a solid foundation here!

This game hits hard. I love the blending of 3D and text based responses and UI. The clock ticking sound effect adds to that sense of time running out, and it really gave me the same sense of like imposter syndrome that can happen sometimes where we feel like we don't deserve to be where we are, or we don't accept the responsibilities of adulthood. 

I love this haiku generator. It really is incredible just how many random prompts can go together as long as they follow the haiku formula. My favorite haiku I got was "A true friend of mine
seeing all the best and worst

never meet again" 

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I think the visuals really help immerse the player into this world, and only supports the textual descriptions. I think some background music could also really help with that too. Another Apocalyptic/Post-Apocalyptic recommendation would be The Road by Cormac McCarthy, maybe consider adding another character alongside the player?

I love the stylistic choice of not having any color, being able to convey a lot with a little. I would love to see some sort of a sprite or character and they reactions to themselves performing these actions. It gives very ‘don’t starve’ vibes.

Despite it being listed as a bug, my favorite part of my experience was accidently pressing f too early, and then being able to spam my pistol while continuously saying “poor fella” as though I’m not constantly pouring lead into this other cowboy cat. 

Yeah, game didn’t want to run, but this game feels a lot like the babysitter mama games on the Wii, especially with the baby controller you mentioned (same one?) I’d definitely like to see this played with the alternate controller,  maybe iterating to more mechanics like feeding or changing the baby, making more tasks to complete.

A little bit of sound and some visuals can go a long way. Doesn’t necessarily have to be backgrounds either, even just some images of objects you find in the room like the key. This dialogue tree is very fleshed out and could be even better with just a couple of tweaks

I agree with this comment, there’s some nice underlying themes here that can be emphasized even more. Definitely could be a message on the state of the world.

I think this game has a lot of meaning as is. I’m not sure if the loop at the computer screen was intentional, but even if it wasn’t it has its own message to communicate. My suggestion is to try and not look for perfection, but find the good things that may come unexpected and build upon some of those

I really like the hub style the game offers allowing you to choose where you go and when you go. How was this implemented in the games code?

This game reminds me of another game I played called Nostalgia. https://tysooob.itch.io/nostalgia It has similar elements about remembering and discussing the past. Some happy memories, others we overthink, these games have different styles but are similar in theme 

This game reminds of of classic fairy tail like riddles, made into a game form. The characters being fantasy roles (mage, elf, etc.) also fits into that vibe. It’s like our childhood stories repurposed into a game, and potentially chisnging the genre. A once simple riddle turned into a horror experience

It’s interesting how the whole day is measured simply in happiness points. I wonder if there ever is some merit to losing happiness points, like in real life with delayed gratification. Maybe the point isn’t how many happiness points can we get in a day, but how we can keep it balanced to be happy and productive. I wish I could see a breakdown of the scenes meant for certain scores which could provide insight on what the dev’s meaning is.

After getting to both endings, it’s safe to say our protagonist is some sort of chosen one, or he has immense strength. I think this could be a story with themes of fate and responsibility, and maybe feeling empowered. It left me feeling empowered after I chopped the green knights head off, I wanted it to keep going!

The timer on the game provides a sense of urgency, but also a little frustration without knowing exactly how much time I have left. This game requires a lot of trial and error, which has its pros and it’s cons, but I think this starting versions has a lot of potential

What is the meaning behind the asset? How will it act in a text based game? I could envision a lot of different possibilities like the book has different powers on each page, or maybe the book is telling the story of the game being played that it’s in? Meta

This game has a lot of content and a lot of different branching paths but always allows you to come back and experience each path. I really want to learn how to code the transitions between scenes. Also, the hands making the frame of the text was very clever and I enjoyed that touch

There is a ton of personality in this game, from the illustrations to the humorous dialogue. And hidden under it is a fun puzzle experience that can really stump you! 

This game gives me a dreamworld vibe with the blended colors. I wonder if this game could take a bigger turn where you have to make smoothies that people request to expand upon this idea. But The style of this starting versions is very nice.

This game demo has a lot of potential. A lot of different text branches and you definitely have a sense of freedom while still being led down a directed path. I personally enjoyed the moments my decisions mattered towards whether the game continued or not

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