Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rasp A Trashbear

409
Posts
2
Topics
12
Followers
234
Following
A member registered Jan 14, 2020

Recent community posts

Okay before I meander into AA2... I needed to gather the lore bits. I didn't get everything but I think I pulled most. It really takes a unique and surreal approach. Sort of hitting that media blurring into reality bit differently. Excellent work.

So since I wanted the lore and context I hoped in at the start before wandering off into the follow ups demo. I have to say this really hits the sweet spot between dream and nightmare. I'm used to one or the other being leaned into and I'm impressed. And you did manage to get me pretty baddly a few times. Excellent work looking forward to the follow up.

Right I was late to the party, but I had fun running around the studio trying to work out exactly what's going on. Just the environment had me on edge. Good work Vuk

Been meaning to get to this one for a few beats. Slow build and reveal, with some interesting questions left open. Good work Grant.


I really like the pacing. The slow build up front.  Right mouse to fire threw me for a loop, I'm a little too used to RM being ADS. I can see just a dash of FEAR in the second half. Its cheesy, but satisfying. Maybe a little less smoke be nice, do like the creepypasta feel, and I'd love to see a follow up, good work.

Fourth and final in the line up 58:03. I really should of hopped in on this earlier. But I am prone to meander off. Slow build into the strange with just enough ground work to make it extra disturbing.  Excellent work.

Third in the line up 42:39. I really enjoyed the slow creeping dread going on.  The use of time to build tension. Give me just enough time to wonder about my actions. Good work.

Second in the line up 10:59. I honestly had a blast fiddling around in the shop. The radios a terrific touch. It really feels like a place. And that slow steady build towards the weird. Good work, its on the wish list. 

First in the line up. I had a tendency to snag the movable furniture while trying to sweep under it. The detail works nice, I like the little curveballs thrown in, and that kiss off has me curious to see the full game.

Okay first off my bad I forgot I played DIA forever ago. I really enjoyed the trip the puns and call back. It was worth while trip and puns a plent.

I have wanted a Pizza Delivery sim/horror game with driving since I was still slinging piza for a living. Thank you for building this. Also bonus points for letting me chat up the odd ball npcs placed around the map. And the kiss off pretty much earned you the follow. 

And there that run through, glad you tagged me, I really enjoyed and look forward to the weird that comes of the finished game I'll be back.

Alright ahead of the video. It really feels like some slap the best of that newgrounds feel ontop of Earthbound. And I'm here for it. 

and there the play through. 

First off thanks for popping by the comment section. I wanted to get in a long post before the video, should be up some time the 26th. So I like the visual style, I'm not a huge fan of anomolies but I also have never seen any one combine that with the first person dungeon crawl. I did have the idea to offer the players a mp3 player or music device so they can have some in exploration music, thought that might mean choosing tunes or hearing audio ques. I guess I just like my dungeon crawling with some bumping rpg bmg. I will be sure circle back, I'd really like to see where you go with this.

(1 edit)

So. thanks for dropping by the comments. Ahead of the video, I wanted to drop by with the long version. So spoilers ahead. 

I see a decent if barebones start to a gas station horror game. I think you have a a good space been the jump scares. Now I have had some rotten luck with shopping tasks in gas station horror, so I really appreciate the interaction indicators popping up there. I'd think about upscaling the dialog text size, maybe moving it to lower third center of the screen, and consider swapping it from auto advance to click or press key to advance, I found it a little speedy for me. The alley creep I sort of spoiled by being out of position, but a tall wooden gate or a trash pile or anything to make it a bit more of a blind corner could buy you a little more wiggle room on that or moving it down a corner or two.  I do like having a choice thrown in, curious to see if you offer  branching path from there in the full game. And I always like it when I get looped back to the title screen at the end, partly saving me the the editing of getting dropped to desktop, and having the time to give my thoughts after. 

Edit and the video.

Fourth and final in the line up. Its bare bones, I like the idea, the locations tying in with the articles. The sign postings a little much but I really do like subtler hint of the four. It could use a little more detail work in the environment,  a few odds an ends while the players walking from one note to the next stewing on the articles. The kiss off didn't quite work with me but I'll keep an eye out. 

Third in the line up. Okay this has heaps of surreal going on. That sense of this isn't right building up over the course of play. Good work.

Second in the line up. That drop into the uncanny really works here. Granted I didn't quite work out how to advance things smoothly but I got there eventually, good work.

Okay I like this one. Short weird and with just enough wait what going on to keep me guessing. Good work Niven.

A little to long for the horror sampler treatment. But I'm glad I stumbled over this one. I get a little lost, but I'm excited to see the full release. And maybe should get around to revenge of the colon.

So I had blast working things out on the fly. The feel, the routes, and deleving where you don't belong. I am really impressed. Simple mechcanics but so variable. Do you go for a straight shot but risk missing, go for the over shot and trust the slack  give you a big boost before you splat, or pull in the line mid drop and have even more swing to manage even faster. I felt like I was splunking  my what through a Lovecraft story.

But if can get serious, to be about to take pieces of things that inspire and put them back together or even just break down an inspiration into bit and put it together differently is an undervalued skill.

I mean that is a super tall order. And if I start chatting Deadly Premonition well be here all week.

Fourth and final in the line up. It does a pretty good job of adding tension. The scramble for part or resource feels purposeful. Even if I did try to big brain my way around it. Good work.

Third in the line up. Tight, short, and weird. I didn't know what to think heading in, but its a good time. And the last mini game I expected heading in. Good work.

Second in the line up. I did get a little lost in the sauce but I got there, but the slow tension build and spacing on the spooks do a pretty good job of keeping you on edge, and just a bit of puzzle work. Good job.

And first in the line up. This is a slice of surreal odd and got a little bit of that Twin Peaks feel going on. Good work Vuk.

So all in all. This a slow peel back, the puzzle works simple but enough of a challenge, and is going to stick with me for a while, you earned yourself a follow. Excellent work.

This one got that slow build, but I really enjoy the trip. Its a nice change from how most finishes go. I'll be keeping an eye out. Good work.
(1 edit)

So 

So I did want to slide this out as part of Horror Sampler 70, but was running a little long. Luckily it stands all on it own well enough. I love the slow peel back.  That fair chunk is left to ponder. And the chance at a happy ending. Excellent work Wastyr I'll have to crave out a little time and scope out Side Hustle.

Fourth and final in the line up. The feeling of decay in the environment really stands out. A slow peel back, and I really bought into the "puzzle". Excellent work Vuk.

Third in the line up. There are some rough spots but but the slow peel back is good. I just want little more head scratching with the puzzle. But its a good trip. Solid work.

Second in the line up. And a little too related at points. Yep I had a boss skip a weeks pay before... Oph. But that said, I like the slow build, and that last twitst. Good work Vinil.

First in the line up. Glad to see a supernatural follow up to Kiosk. The train setting  unique,  its got just enough detail to be interesting with out overwhelming. And I am damn curious to see the full version. Good work

This is a weird thought provoking trip. One of those slow end of the worlds. And worth the trip I might add.

Eh. Blemishes are blemishes, a few goofs add character. If I said it once I've said it a hundred times, better a game that exists a wee bit imperfect, then the one in you head never finish and some how perfect.

Last in the line up. I have to admit, I was pleasantly surprised. Its got that slow build feel, that off feeling roll into the strange.  And I am fan of the ending. Good work.

Fourth in the line up. Its got a few belmishes, but all around solid. I was mostly surprized some one had enough of a brain itch to build a game around it. Good work.

Third in the line up. This one an odd duck, but the pace is about right, and that twist. Good work.