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A really interesting game.

It was much more deep then we expected it to be.

Keep up the good work!!

impressive work

This game was a lot more than I expected! The different perspectives really did well to contrast each other. I loved it! 

do u have other games I'm about to play this one and so far so good hope it runs on my patato laptop

Hi! This game is a really cool game! I like the concept of the game and would be awesome if more features are added and I made a video on youtube in INDONESIAN! Check it out! TERIMA KASIH!


I don't have as much to say about this game as I did about ADHD. What I can say is that it was a really powerful experience. I hope you make more games in this genre in the future.


Thanks, glad you liked it!

8mm was a weird experiment in creating a Visual Novel/FPS hybrid and I think it works fairly well, even though it is a very scripted experience. It was also the first time I wrote a script, from top to bottom, and taking on a dramatic story was a trial by fire.

While I'm not confident in my writing skills at all (hell, I included an Israeli soldier in there as a giant Waltz with Bashir nod), I still do like the gameplay concept, since some of it carried over to UADHD, and I really want to make another VNFPS, albeit more polished.


I started playing it as an arcade shooter. Some time later i realised that story is much deeper then first thought and i want more.

Thanks! If you liked the gameplay mechanics I'd recommend playing ULTRA ADHD.

As for 8mm, a sequel isnt planned, but seeing how well this VNFPS experiment turned out to be I may be creating a game with a similar style/premise.


I will!

But its sad that 8mm doesnt get a sequel, becouse i got really attached to the game and the characters.

Keep on being awesome.

This game was just amazing, I have no words! :D

Just one issue was a slight bit of lag but it didn't stop me from playing XD

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Thank you for your nice comment, and thanks for LPing the game!

Yeah, the game is an FPS/Visual Novel hybrid I feel, and I think it came out pretty naturally. It's the sort of thing you come up with when you have 14 days to tell a story and you have no voice actors (or time to find some).

The backstory sequence was originally intended to be much more interactive, but after the two shootouts I opted to remove the interactive elements due to time constraints, and also to sync the flashbacks to the song.