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Lady_Ellhorn

61
Posts
A member registered Nov 19, 2023 · View creator page →

Creator of

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A noble goal indeed! Best of luck refining this concept :) (have you ever attended/seen recordings of GAConf?)

Well I'm not sure what that smoke was but it didn't seem to like me much (fantastic use of fullscreening) :P A delightfully spooky little puzzle time! Some of the ranges on interactions/controls could get a bit fiddly, but still fun

While I love the atmosphere & concept and want to play more, the lighting and camera make it nearly impossible to see when navigating certain areas

Is there a way to regain health? Maybe I'm just bad at video games but between unintuitive controls & short attack range w/ mobile enemies, I'm not getting past the first area (also I don't want to hurt the pink blobs!)

I would love to play this game, but...

Do you have somewhere to submit bug reports?

I might come back to this to help me get used to my new keyboard :P Had some issues noticing the obstacle words popping up (could use a sound cue/animation maybe?) but generally a fun little time

Yeah, F*ck AI

Excellent work! A few translation errors here and there, a few logical leaps, but overall I had a great time with Demon Clippy :)

Creepy and cute! Loved the pumpkin counting challenge. My only real issue is with jumping over obstacles, between the angle & hitboxes it's a real crapshoot, and it takes a while for the scene to reload and let me try again.

A delightfully unsettling minigame collection! Kinda gave me Psychonauts vibes. I will say some interactions aren't explained very well (e.g. using the key in the lock), but the slowness of the various actions adds a lovely layer of tension!

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They may offer you fortune and fame,
Love and money and instant acclaim,
But whatever they offer you, don't feed the plants!

We love a gal with a special interest. Can't wait to see where this goes :)

Interesting idea, but the sounds are repetitive and controls are very clumsy & player states (e.g. carrying bucket) were poorly indicated, I could barely get past the first hallway

Delightfully atmospheric! I found myself drawing maps to make sure I could keep track of where I'd been. That said, I found the timer mechanic poorly indicated - I thought it was just a low-light effect at first, and it got downright near impossible to play near the end. Is there any way to recover that and keep going? Because I don't see a way to find both people in this maze without just playing again and again. 

Okay I have to stop before I get too deep :P this game is like Autism Purgatory, there's the intense satisfaction of the repetitive sounds & physical actions, as well as of course Number Go Up, contrasted with the sense of being trapped with an unattainable obligation, truly brain-wringing

Delightfully spooky with some lovely art & animations! I'd love to see this develop a bit further with some more dynamic enemies & player actions :)

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I appreciate the concept and atmosphere, I just wish there were more to it in terms of atmosphere and gameplay - as far as I can tell there's nothing to do but walk and try not to sleep, which seems futile after a certain point. Keep going with this, I'd love to see how this might develop :)

I was pressing the right buttons at what I thought were the right times but input registry seemed really hit-or-miss, heavy on the miss. There seems to be some disconnect between the UI (visuals/audio) and the actual gameplay, I've had similar issues developing rhythm-type games myself (though maybe I'm missing something not typically being a rhythm game player)

Yeah, F*ck AI. Great work, great atmosphere, great story - I just wish there was more use of the gameplay premise, more moments like piecing together the image, more tying player actions to the theme.

Well, I didn't die, but my mom did :( I'll have to try again later. Loved the memory game/deduction aspect, very creative!

It's like Frogger, but like super messed up :P love the morbidity, especially that you can clean up your own past failures! (If you're really into roadkill aesthetics/vulture culture, let's talk :) )

An interesting concept! I will say I got a bit lost after exploring every room twice with no changes (how do you get into the barn??), but I'll probably come back to try and figure it out myself :)

Well I thought I understood how the ghosts worked by floor 21 and then I got stabbed getting off the elevator :P I'll have to try again, see how far I can get,

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I understand that - I do the searching, I find information on the entity, but then there's no information on how to deal with it. Also, how closely do I have to follow the format of the original email? Because that's a lot of potentially mess-uppable typing in what players are convinced is an urgent situation.

(also, out of curiosity, how familiar are you with Hunter: the Reckoning?)

I love the concept and aesthetics! That said, it does seem both rather difficult and rather simple, not much to do besides wander around for flowers and *try* to run from the monster, I wish there was a bit more to it.

That really is what it feels like on bad days... excellent work

Y E E T

A phantastic physics-based bash!

I would love to see this expanded upon! I ended up banishing the demon successfully (also, that name... intentional commentary, or a procedurally-generated coincidence?)

An elegant game loop executed adorably! Also, hello fellow DP grad :)

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I feel very lost? I understand and am interested in the basic premise, but I can only find two websites and neither of them seem to have the information I need (I can figure out the entity but then there's no information on dealing with it, which even if I found it I'm not sure how to format the email response). Am I missing something?

I would love to see a fully realized RPG in this style! 

Mmm, right in the thalassophobia :P I must ask, was Howard Philips perhaps named for Mr. Lovecraft?

Deliciously atmospheric, definitely made my stomach drop a few times :) I would love to learn more about the back end of this project, how player decisions affect outcomes :)

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Well that was delightfully harrowing and definitely didn't remind me of some of the lowest points of my life :D I will say Enter wasn't listed among the controls so it took a second to figure out, but beyond that this was great 

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That's just it, I didn't encounter any enemies - no one in here but us sailors :/

That's definitely a bug, we'll look into it - mind submitting a bug report via the page?

I'd like it noted going in that I am not good at these types of games :P That said, while I did have some issues with the menus and thought the ammo retrieval effect was a tad too dramatic, the atmosphere is impeccable, particularly the use of light and sound design.

Hey, if you were to continue development I'd love to help out in any way I can

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Yeah, heat stroke is something isn't it :P Cutscenes were a stretch goal, one we ultimately didn't have time for. I'm glad you had a good time!

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The issue is you often need information off multiple commands that don't fit on the same screen (if you can remember what both of those commands are), that or you mess up/don't understand how to input a command and it pushes information you need now or later off the screen. Regarding the decoding bug, it's possible I was missing a step because I was trying to follow the example on the screen and missing other information I needed? Let me know if you ever want to run a live playtest, I'd be happy to show you how much I rely on available reference :P

Delightfully spooky, seriously, the way my heart dropped when I lost track and lost power D: my only issue is that the ending if you win is rather abrupt? Like, did I actually win?

Interesting concept, though I wish there were more to it - unless there were more than the two rooms I saw? I love the idea of starting to have to use your own limbs, but as it stands the scariest part was the player character :P Also, I think a few item descriptions/sprites were bugged/incorrect