Thanks for checking it out!
pandesoft
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Really liked the visuals PSX style graphics are so much fun to look at. You have no idea how excited I was to rip out my Xbox controller out for this one, and it seems like there was a ton of polish to this one, having an extensive settings menu and even more lore within audio files and text files outside of the game itself. Neat stuff here, love the Resident Evil style gameplay, feels like a love letter to RE1 and Silent Hill 2. The cultists showing up behind the gates scared the hell out of me. I really wished I could have finished but I encountered a bug inside the house that got my camera stuck inside the bedroom's camera. Even when I'd hold down L2 on my controller to use the player camera, it seemed to get stuck on it. It happened again outside with the lone cultist in an alley way. But I see you've been insanely dedicated and rolling out bug fixes which is awesome. Not sure if it was supposed to play into something but the game turned on my laptop's webcam.
Beautiful looking game, the music is a nice touch too. I really love scrolling through Lila's texts/emails. Very impressive use of Renpy here too, had no idea you could make anything like this in it! Will be following to watch development on this. As someone with PTSD, I'm really interested to see where you take it and to uncover Lila's past.
Really liked your take on cosmic horror, especially since I feel like within the genre, I see so many bug monsters, it's a neat twist to be on the total opposite side of the coin. It really hits the nail on the head of cosmic horror, being powerless to fight back and having no idea why the horrors you face chose you and maybe even your loved ones.
Jamie's design (Main character, blonde dude) was actually heavily inspired by Kurt Cobain! Daron Dimebag's design was inspired by Dimebag Darrel of Pantera, although he didn't die by suicide, I really wanted to capture the horrors of celebrity deaths, that gone too soon and media frenzy that uproars over every, in particular musical legend death. The song that plays on the radio is a midi cover we made of the infamous Gloomy Sunday song that has a bunch of urban legends surrounding it. (Also really glad that radio jumpscare got a good reaction lol!)
And you're spot on in your interpretation, I'm really glad that the meaning got across, I was worried it'd get lost because the game doesn't really force you to sit through any of the lore, kinda have to look for it.
After some of the feedback we've gotten, we're really interested in making this a fuller experience in the future. Thank you so much for playing and leaving some really invaluable feedback here!
The music and pixel art made me so nostalgic for Pokemon Leafgreen, I adore it! The stamina & hunger systems really adds a lot of depth to the gameplay, making it tense to navigate the forest. The enemy variation is really great too, and I like being able to see the radius of where they can attack. The ending gave me chills. Such a cool game.
Would love to see more of their story, really cool setup and as always, your characters are really intriguing. The beginning section of the game really captured the feeling of cosmic horror so well, that creeping, almost itchy feeling that something is behind you, watching and waiting, but you don't know what it could be or how to fight it.
This is insane. So much depth and so much complexity all packed into one screen! Each move I make makes me feel so tense. It makes you wonder if someone will have to be sacrificed, or if they can all survive. Having to talk to each person on the map before a move makes it even more tense. It puts so much stress on the player to make sure not a single move is wasted. So freakin' cool.
Really like being able to rocket jump, visuals and audio are great and I love a good ol' apocalyptic setting. Really fun gameplay but I did have a lot of trouble finishing the game because I haven't mastered the rocket jump. I was wondering if the "skip game" button is supposed to show an ending because when I click that, I just get a black screen.
I was so worried that these themes wouldn't come across, your review is beautifully written, it makes me truly happy to see that you understood the meaning behind Jamie's struggles as an artist. I definitely wanted the song that plays to be something from his past, haunting him. Originally, I wanted to explain that it was the last song that he recorded with his bandmate before he died, based on the Urban Legend about the song Gloomy Sunday. Creeped us out during development, but the radio model is fully colored, but when we imported it, it turned all black just like the abyss in his room, kind of funny how that worked out, kept it in to draw more attention to it. I really hoped the choice of moving on to greener pastures or essentially getting sucked deeper into the mess that he's so comfortable in would come across, and I'm glad to hear it did. Thanks for playing!
The music when the shadow comes out and in the bad ending are midi covers we made of a song called "Gloomy Sunday", we used it because of an urban legend surrounding the song!
The only fully original song is in the Good Ending! Untitled song we made for a scrapped game a long time ago.
Thanks for playing! We're happy you enjoyed it! :]
Was excited to see that you did a sequel to last year's game! Something about the atmosphere really made my skin crawl, and getting to the ending was a great payoff. I really like the use of light and darkness, and how it played into the story too. I think being able to see the character's face really added to it too. Kind of like Doom's HUD. where you can see Doom guy.
Love the tension of having to turn your flashlight off to get to your objectives, and the prompt messages from your boss are really good. Got pretty spooked hearing the monster come closer but not being able to see anything other than it's eyes, the sand sound effects sound really cool too. Hearing another set of footsteps behind me, freaked me out! Very cool concept. I was wondering if there's any way to fight or stop the monster?