There's also the message of the game, which resonates too - a lot to unpack with quite a disturbing undertone. Hope to see this expanded upon. I got the secret ending, but one of the secrets was obtained by accident! I'm taking it as a win ;)
Horrorable
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Even then, I was profoundly screaming at Poseidon to provide a bountiful treasure chest full of clammed oysters and bait.
I think this is such an addictive, goofy, fun lovin' game based on the whole 60 seconds concept.
There's so much going on under the surface which really tickles my Davy Jones locker - the fact that every item can be used in multiple ways, the randomised events, the 'different' ways that items can be used, and the overall narrative, where *I think* the company may have more of a part to play, (ala Weyland Yutani) makes this such an addictive re-playable adventure. I think I've only scratched the surface but will be going back time and time again.
Is this game winnable? Is there an 'end-event'? The fact that I don't know makes me intrigued, which is always a good thing.
My constructive feedback:
1) Is every item available on the ship at the beginning? Or are the items randomised? I only ask as I think there's some items better than others, but it doesn't seem like they are always there at the beginning?
2) Does each companion offer something unique to each playthrough? Row seems to have a gun but I never saw him use it, whereas I had more companionship with Frederick as he seemed to offer more services. I do think the companions should have more of an emotional connection with the player, if we can only take one onboard at a time.
3) Captain Whiskers is a Cthulhu Beast, right? Right?
Definitely expand on this - voice actors, extra items, extra events at night, there's so much potential here, I think this is going to go on to be something great.
'Sony are building a new console just for these games' Hideaki Nishino (President & CEO) Sony Interactive Entertainment (PlayStation)
After having played the game, I've got a couple of interpretations as to what just happened (probably all wrong - lol)
1. Everything that is happening is in Maddie's head (her favourite film is with a pilot that saves a girl that loses a leg) and the character we're playing is a manifestation of someone who wants to save her by literally taking pieces of himself off for her (this could also explain how we see the 'flayed person' in different areas and why the phone turns up in several locations - she's effectively talking to herself)
2. We're playing an obsessed stalker that desperately wants to be her saviour - he knows all about her movements and her favourite films/cigarettes and will do anything to please her. He is both the pilot and the man in room 255.
3. The explosion at the beginning is the fighter jet colliding with their buildings - this is a form of purgatory and the character we're playing is in the seventh circle of hell, having to repeat his regret of not being able to save Maddie.
As said, probably all wrong, but an intriguing concept, to be sure!
Some subtle changes in scenery, others less so - a solid anomaly game if you're in the mood for it. Heartily recommend!
Very intrigued with how the earthquakes, bugs and detective chickens will merge in the final release. Now go and clear out your ears!
C'mon, you can tell me - does something happen if you wait a full hour at the credits for the 1 hour ASMR?
My only constructive feedback would be that the controls for the phone with right clicking can get a bit fiddly, and reading Blair's text whilst trying to read the phone can also get a little overwhelming. Maybe have Blair say something after the player has put the phone down?
Apart from that, I'm intrigued by the concept and look forward to the full release. Hope this blows up with Steam's Next Fest!
Quick question - is the man who wakes up in the attic the owner of the house, or just squatting there? A horror set on a Scottish bothy would be an excellent set-piece...Look forward to the full release
My only constructive critique is that the woman appears too frequently, dampening the impact of the jump scares. I would lessen her presence, and make her more of an ethereal spectre , where people talk about her and her legend does most of the legwork. Looking forward to the main release!
Cold Pines is an impressive first release from this dev. Instead of relying on jump scares, this brief indie experience builds a steady sense of being watched, as if something is always lurking just beyond sight, just outside your peripheral. Even the gas pumps managed to unsettle me, which says a lot.
The notes matter too, nothing is spelled out for you. It’s a strong start from a promising developer, and absolutely worth a look.
There's so much to love here - from the art style and soundtrack, to the unnerving sense that the Skin Stapler is just around the corner, ready to pounce. Very solid demo and the dev should be proud that they've been able to create a 'boogeyman' character far superior to what is currently out there in the Hollywood market.
My only critique would be that at the moment the QTE seem a little repetitive - I hold that in the final build there's a different variety of interactions for the player. The hotdog section may also go on for a tad too long. Great demo though!
A few jump scares that landed, some questionable requests from the customers and some eerie photos will make this one to remember. You've got a Wishlist on Steam for the full release from me - well done! (I also enjoyed Black Lamb ;)
Intrigued as to how this will escalate in the final build - with an element of creepiness thrown into the mix, this is definitely one to watch. My only critique is that a couple of the 'scares' seemed a little goofy (not a bad thing) and perhaps the difficulty level of trying to catch the criminal for the day could be notched up.
Think this type of game would benefit with a type of 'suspicion' system, where through dialogue the patients have the option to become suspicious of the main character, and can ultimately cause a game over or multiple endings/branching dialogue if they guess his intent. Also could use other mechanics like mini-games to counter their accusations, etc.
I felt this was just a prologue to something that could be much larger in scope and design - I was curious about the main character and why they would keep pets if they had recurring nightmares about being chased by large versions of them! You could also have the whole apartment block as one big escape scenario - with some puzzle elements and ways to barricade rooms from X-33.
Dev - If you decided to expand on this I'd keep the eerie, dread like tension throughout - you could be onto something special here...
Only critique that I can think of at the moment is that perhaps the speed of the dial in the screwdriver mini-game could be a little slower, or the cones widened - but a blast to play none the less!
I always enjoy taking the time to find out how the food is prepped, and conversing with the eclectic cast of characters who need to be served. I am wondering if there needs to be something added in the next instalment (more interaction with the NPCs perhaps? Being timed on preparing the food? Different outcomes dependant on choices being made?) but this was a fun trip and now I know how to make Bici Bici if ever asked in the future...
Drunk ex-cop that may or may not be suffering from some form of delusional impairment? Check.
Inanimate traffic cone partner, with black marker pen facial features? Check.
An alternate reality/dimension where Santa's reindeers have set up their own gooning picture house? Check.
Punching God in the face? Check.
I mean, there's a helluva lot of other things going on, but those are the bits that I can remember through my scrambled brain after playing this. WE NEED MORE MAURICE. WE NEED A SEQUEL.
I caught 2 of the post-it notes in the demo, assume the other numbers for the vending machine will be in the full version!
Hopefully Rosa makes an appearance too...
The little details crept up in ways that made me feel insecure of what was going on - a lot of games in this genre obviously make the player feel guilt, which manifests to what they're seeing - this plays a factor with WHAT'S ACTUALLY GOING ON but the gameplay mechanics, atmosphere and sound design made me think... as the player, am I THINKING this or is it actually happening? I tip my hat to you, as someone who's played a lot of these types of games it was refreshing to feel whether what was happening was real or not. Cannot wait to see what future projects you end up releasing.
Part 70's movie slow burn narrative, part John Carpenter creepiness factor, man this had me hooked from beginning until the end. I, for one am looking forward to the next project from Storbeed. I hope you are too.
I feel like there's also hidden lore/gameplay with the staircase that leads to nowhere, the grave and the ring of mushrooms. Or perhaps they're call-backs to other games from the dev? Either way, although short and succinct, this was a great way to get the yuletide festive horror in full swing.
The general censorship of this game baffles me from platforms such as Steam and Epic Games, but from a developer standpoint any kind of controversary can only help spread the word. And for an indie game that's only a good thing. Yes, there's metaphors akimbo with Horses. Yes, there's scenes that make the player feel uncomfortable and yes, there's moralistic 'decisions' that make the player feel like an unsuspecting Milgram experiment participant...but that's really the point.
Any game that makes the player think and ask themselves questions after the credits have rolled is always going to be championed in my books. Support this dev and play Horses for yourself before jumping on any bandwagons.
Now, where's my beautiful stud? Daddy's got to rub himself.
It will be interesting to see if Rachel's brother makes an appearance in the full game - and generally intrigued to find out more about Harold and Margaret. Will definitely be checking out the full release.
Only potential bug I saw in my playthrough was Margaret's face when we first see her - didn't know whether her face was meant to be blurred or not initially?
This started out quite promising - with the narrative that Dorian was escaping from a stalker-ex type. Although the tropes involved (going to the grocery store, unpacking in a new apartment, cleaning up etc) are now feeling a little stagnant with these types of games, I felt there was a missed opportunity with the ending. There should have been more backstory to Dorian's story - and the 'fragments' were a little obtuse. Ambiguity is great and leads the player to question things after the credits have rolled, but I feel there should have been more info regarding the man in the shite vest, for example.
This could potentially be a good prologue for something far deeper, because the story is there, lurking in the dark. Hopefully we'll see more of Dorian in future episodes...
Much like Any Port in a Storm, DastardlyFool’s latest entry is that rare strain of indie horror that lingers long after the game ends - haunting you not with jump scares, but with questions that won’t let go. Is it a meditation on postpartum depression? A grim reflection of our climate-anxious world? A David Lynch-esque descent into the surreal anxieties of parenthood? Or simply a fever dream wrapped in counting people out of a window?
Play it yourself and decide. I, for one, can’t wait to see what this developer conjures up next.
Now… where did I leave that can of chunky soup?
OI OI!
YOU WOT M8?YOU WANNA TAKE DA MICK WIT ME? I'LL SHANK YA, YA SLAAAAAAAG.
This had me cracking up in ways that REALLY shouldn't have done. Mad as a box of frogs, but compelling and enthralling all at the same time. And people who aren't propa bri'ish get to learn a few things about our culture. And how engur-land completely screwed over pretty much every other country in the world.
We need to see more of Many in the future. I want to know more about the fire. The fire that consumes her soul and leads her on the path to ascension. Livers included. Great mix of macabre uneasiness and rib-popping humour. Well done.
Keep a little dirt for the Dirt Man
This definitely had a 'Stephen King,' short story vibe to it. I mean, you can't say to someone that there's a door that can never be opened in the flat they're leasing, right? The compulsion to check out the door would be far TOO GREAT!The underlying eerie atmosphere was evident throughout, which for a short indie horror hit the nail on the head. Looking forward to your next project - donated $15 to the cause!