Waking Nightmare

Waking Nightmare by Polyducks
https://polyducks.itch.io/waking-nightmare

Waking Nightmare is a free homebrew Game Boy horror game in which you navigate a short and simple maze. Every dead end presents you with a nightmare scenario and the notification that you’ve woken up, thus restarting the maze. The game moves very quickly, and each dead end is creative and worth the trouble of discovering. The game also marks every dead end that you’ve already seen twice in order to minimize frustration.

When you make it through the maze, you’re presented with a series of dialog choices that determine one of three endings. The maze layout doesn’t change, so it’s easy to finish the game and see all three endings in about fifteen minutes. The maze screens look like something a kid would build on a graphing calculator, and the gritty lo-fi pixel art is great, especially for the three closing screens. Apparently this is all text art, or “textmode” art, which the creator explains on their website (here). This website is just as interesting as the game itself, and I recommend checking it out if you’re interested in internet art history.

I was never a big fan of first-person maze games, but I’m glad I gave Waking Nightmare a chance. It’s visually distinctive, it makes excellent use of its medium, and the music will definitely get stuck in your head.

Capacity

Capacity by Renee Blair
https://heptad.itch.io/capacity

Capacity is a Game Boy style RPG Maker story game that uses generic pixel graphics and original character illustrations to tell a short fantasy-themed story about a bad relationship. The game describes this as “a toxic relationship,” but I don’t think it’s that complicated; it’s just a teenage girl who is hung up on a boy who clearly isn’t that into her. She doesn’t know how to let him go, so she embarks on a quest that she hopes will fix the relationship.

Capacity is extremely pretty and features a number of clever design elements. The monster art is great, and the final boss is a demon after my own heart. The game is driven by its narrative, and there’s no actual fighting. It takes about ten minutes to play, it’s totally free, and you can play it right in your browser window.

Capacity’s message is a bit heavy-handed and occasionally inappropriate to the situation. The game’s text drops mentions to “a cycle of abuse” and “generational trauma,” but really, it’s just a girl who’s hung up on a boy who isn’t that into her. Presumably because they’re both in their early teens. This isn’t to say that the boy isn’t a jerk and a coward, or that the protagonist isn’t a bit unhinged for pursuing him despite the clear “I don’t want to be involved with you” signals he’s broadcasting at every turn, but this is normal behavior for teenagers who are still figuring out how relationships work. It doesn’t make anyone a “toxic” person, especially not if they’re just a kid. We’ve all been there.

Putting the heavy-handed elements of Capacity’s story and writing aside, the game is really fun to play. In order to “save” your shitty “boyfriend” from his “curse,” you walk through a fantasy castle and interact with monsters, all of whom give you some variation of “he’s just not that into you.” At the top of the castle, the smoking hot Demon Lord tells you that a relationship doesn’t have to be like this, and that you deserve so much better. The fact that you refuse to listen to him proves that you still have some growing to do, and this is reflected in the game’s twist ending.

Capacity’s entire narrative structure emphasizes the point that sometimes your “demons” are right, and that you need to listen to what they’re trying to tell you about the situation that’s triggering your anxiety. It took me years to figure this out, and it’s a powerful message.

Opossum Country

Opossum Country by Ben Jelter
https://benjelter.itch.io/opossum-country

Opossum Country is a free ten-minute lo-fi horror game about a rural pizza delivery driver who finds himself stranded in an isolated trailer park where something isn’t quite right. If you’re worried that the game is poking fun at the sort of low-income and mentally unbalanced of people who might live in a trailer park, there’s definitely an element of that, but the story goes in a direction that I wasn’t expecting. In the end, the moral of Opossum Country is that you shouldn’t jump to conclusions about a community you don’t understand. I mean, if the game can be said to have a moral. Which it arguably doesn’t. Regardless, the ending is fantastic.

Ben Jelter also made another free ten-minute Game Boy game called The Last Employee, which definitely has a moral: fuck capitalism. This being the case, I’m guessing that Opossum Country was created from a place of deep sympathy for people on the margins of society. This narrative viewpoint is refreshing in its unapologetic portrayal of difference, but Jelter’s sympathy for these characters doesn’t stop the game from being creepy as fuck. The overworld pixel graphics are creative and unsettling, as are the more detailed character portraits.

Opossum Country was made with a program called GB Studio. Not only is it free, but there are also a ton of pay-what-you-want graphics asset packs floating around Itchio, as well as collections of free-to-use chiptunes music that’s compatible with the Game Boy engine. I also found a few pixel art resources for Clip Studio Paint in the form of brushes, templates, and filters. I’m not sure that “just anyone” can make a game as unique and interesting as Opossum Country, but it’s nice to know that there’s nothing stopping you from trying.

A Dark Winter Wander

A Dark Winter Wander by Red Skald
https://redskald.itch.io/a-dark-winter-wander

A Dark Winter Wander is a free horror-themed narrative adventure game created with GB Studio, a game creator that replicates the look and feel of retro handheld games. The game’s story is about a girl chasing her sister through a (mostly linear) maze of underground tunnels filled with monsters. Although it’s deliberately unclear what’s going on, I think the protagonist’s sister might have an eating disorder, while she herself is depressed. This isn’t important to the gameplay, but those elements are there from the beginning of the game if you’re sensitive and need to watch out for them.

In any case, you see your sister run off into the woods and decide to go after her. While chasing her, you fall into a hole filled with monsters. You talk to the monsters instead of fighting them, and the game is entirely driven by exploration and dialog. This invites a comparison to Undertale, but all of the monsters in A Dark Winter Wander absolutely wish you harm. The creature designs are great, and the lo-fi sound and graphics contribute to the unsettling atmosphere.

If you don’t follow your sister into the woods, you can actually finish the game in about ten minutes and watch a depressing indie game ending. I did this inadvertently, and it was a downer. I then reset the game, did what it wanted me to do, and played for about an hour. Exploring the monster tunnels is a lot of fun, and you can easily spend more than an hour poking around if you’re interested in seeing everything this game has to offer. The creator has offered free downloads, and I’d recommend downloading a Game Boy emulator so that you can play the game offline and create save states.

The unskippable cut scenes at the beginning of the game feel unnecessarily long, and the writing is a bit clunky at times. I also find the lack of specificity regarding what’s going on with the narrator’s family frustrating. You probably already know if a text-heavy Game Boy horror game that’s a metaphor for depression is for you, so I won’t try to sell it. Still, A Dark Winter Wander is one of the most interesting and engaging GB Studio projects that I’ve found on Itchio, and it’s inspired me to check out more work in this weird little subgenre.