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Were you inspired by old school horror games such as Silent Hill? I completely get that vibe which I love. I honestly can't wait to see what you come out with in the future. Your game is the second one in this video.

Thanks for the experience! I love it :D

Thanks for the neat experience! Please had great atmosphere that really had me feeling unnerved the entire time; the mechanical soundscape definitely gave me Silent Hill vibes. Great job!


I would imagine the protagonist ate corned beef as well, good guess about the game's universe! XD
Thank you for taking the time to play!

I watched Markiplier playing it and came to say it's very scary and terrifying! Great job :D

Thank you for the kind words! It's good you found it terrifying! XD
And yeah, Markiplier enjoyed it as well, which was a great surprise to me.

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Thank you for this game. A really atmospheric game that gave me chills while playing it. The audio was creepy and kept me on my toes. Other horror games trained me to be afraid of all the sounds around and your game pushed it further especially listening to the other rooms around me. The game is short enough to leave you with a scary impression. BEWARD OF THE SLUGS!

My partner and I played it in part of our Datenite series.

Interesting to see how the two of you seemed to have a slightly different opinion on the experience at the end. It is a bit of an artsy game, isn't it?

yea, i experience something else while she had a whole other experience. maybe because i was controlling the game but overall, really liked it.

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Thank you for making this game! Incredible, heavy, memorable atmosphere. Even though I wanted to know more, I think it was just the right length to keep the player hooked. I'm so interested in learning more about this haunting world. I would absolutely love to see more from you in the future! Again, amazing work!

(Potential spoilers ahead?) The ending seems to have both people and slugs appearing in the Repairs room. I kind of get the impression that by terminating the source of energy for the people they lost a valuable resource, and by freeing the slugs from their conditions the creatures are either more available to contribute to war or post-war tensions or they have a scapegoat for their sufferings at the hands of people, and neither party is happy. In the ending, the fact that both slugs and human figures are invading the player character's personal space, which was formerly a "safe space" of sorts because it was the only space in the game really where creepy stuff doesn't happen, was very unnerving and cool.

When I saw the ending, whether it's really happening or it's just a representation of the situation, it gave me the impression that it's about the pressure on the player's character from both the people and the slugs for setting this irreversible chain of events into motion. In saying "please" the world frees itself of responsibility; from their reasoning, the character didn't have to obey and made their own choices about the situation, and therefore the world is safe to place the blame on the player character because of politeness being a veil for manipulation in this case. That's only one perspective on the ending, and I'm sure there's many more - there's definitely a lot to think about. I'd be really interested to hear your perspective on the ending.

Also, I'm so fascinated by the sound design in this game, which conveys volumes of what low-poly can't. It absolutely stands out as part of the experience. It made me so jumpy. That haunting wailing coming from a door upstairs or the awful groans coming from the machine - how did you do that? Would you be willing to briefly go into your process on recording and processing these sounds? I'm really interested in hearing about how sound designers do what they do, and this game is a great example of effective sound design.

Again, thanks so much for sharing this game! You've got me hooked. Can't wait to see some more!

Hey, thank you for putting in all that thought into a little something I made. It's great to see it generate so much enthusiasm. :-)

About the ending, I hesitate on commenting too much about it. I found that reading players' interpretation of it was very interesting and revealed aspects of the game to even myself. I have a 'canonical' meaning to it (I always have, for all of my projects), but people's point of view about it reveals stuff about my own process and ideas, and I kinda like it. 

I guess the one hint I could give about what I intended to do with the ending is that, yes, it is about the war. I suppose this much was obvious. The protagonist has been part of the war effort happening before the game, which explains in part why they are 'good' at 'repairing' heavy machinery. 

Sound wise, it's a result of a few processes. I am very picky about the sounds I use. Even good sound libraries have sometimes subpar sounds, so it really comes down to being patient and look for the right sound (prioritizing the quality of the recording). If I can't find a quality sound for what I am looking for, I look for alternate sounds that might evoke the original intention (like using a washing machine or creaking wood floor sounds for some of the machines heard in please). I would recommend my personal go-to soundbank Zapsplat for audio work, it's free (they recently changed their free policy for .mp3 files only, which is fine by me. You've heard mostly .mp3 sound files converted to .wav in please and it did a decent job) and they have a good selection.  

Some sounds I can't find online I record on my own. I have an old Zoom H2 recorder at home (a carryover from my radio reporting days) and it is great for recording all sorts of things, in surprisingly high quality. For example, the groaning in the main power machine was recording by myself while laying down in bed under the covers (to muffle the echoes). So yeah, a big part of the creepiness of the groans is my performance, I guess? I really played around with my head, jaw and throat positioning, to get an uneven, surreal voice, to the point where it almost made me sick. I stopped recording voices earlier than I thought because I couldn't go on.

Last thing about sound design : never use the sound as-is. Always modify it / equalize it first. Make it your own. It'll unify the soundscape, give a single personality to the whole project. Add a slight reverb, down/up-pitch it, mix two sounds together (or three! or four sounds!), play with the volume, add a filter to make it sound like it's coming through a wall, etc. For example, my voice performance was tweaked, down-pitched, and mixed with machine loops to the point where it became unintelligible. I wanted players to have a double-take moment where they went 'wait, is that a voice?'. Each time you go back down to the machine it's a new voice sample loop that is used, evolving from just groans to clearer pleas.

I use a mix of Audacity, Sony Soundforge and Ableton Live for sound editing (yeah, Live is a DAW, not an audio editing software, but some of its plugins and its warping capabilities are top-notch).

Some indie creators stick to the low-poly aesthetics in visuals and low-fi slightly-bit-crushed sounds to really go deeper into the 32bit feel. I can appreciate the results, but I believe high-quality audio over the low-poly look fits just as well together and helps with the interpretation of the visual elements. To my personal tastes, immersion starts with the soundscape.

This was a very interesting game. Thanks for making it.  I had a good time playing through it.  

Thank you for playing!
I think you're the first one to realize the thing in the machine was asking for something. I believe you've understood more of the story than you think! :-)

Thanks, this game was really cool. I loved all the scifi and surreal elements about this, and it had a very interesting conclusion.  I imagine that the war that was talked about had something to do with the thing in the machine, can't say exactly what through.  Anyway thanks again for making an awesome game!

Ok it was ok, i loved the pixelate thing ... You can watch the game after 1:04:30 in our live stream 

I don't understand greek, but you guys sounded very passionate. 'Please' is an unusual game and you played it all the way through nonetheless. Thank you for playing!

Great creepy atmosphere and weird style. Love it! (playthrough in polish language)

Didn't understand much, since I don't speak polish, but you made me smile with your imitation of the violin sound through the door.
Thank you for taking the time to play something I made.

Haha that's awesome :) Keep up the good work!

This experience was really creepy and interesting! I really loved the ending and wanted to get out sooo bad. 

Thank you for the kind words! 
Yeah, you're not supposed to like it in there. :P

Very well made!


Thank you for playing. You seemed to be more afraid of being scared than anything else, which is an interesting position to voluntarily put yourself through. Glad I could help with that, too. 

Cool concept, love those short experiences! <3

Also thanks so much for supporting Linux, much appreciated. =)


It's because I am developing with Unity, there's an easy option to output to Linux. It's a wonder not many devs take advantage of that, too.

This game was really intriguing! I wish I knew what everything means though because I am really curious.

Enough elements of the story are in the game, but I deliberately left it vague to amplify the mysterious tone. I'm thinking of expanding the lore of the game with maybe a sequel / other game in the same 'universe'.

this game made me INCREDIBLY uncomfortable...I wish I knew what I just experienced. Interesting game tho, I'd recommend it to other scardy cats like me

That was fun to watch, your reactions are great! Sorry if it freaked you out. Also, I think the "Chell No!" pun is great, keep it!

Thank you so much!! You did an awesome job with this game. The atmosphere was so unsettling but I couldn’t stop until I reached the end. I hope you make more soon!

Worked like a charm here on Linux as well (Manjaro). 

Thanks for the short but tense experience! Very well made. Gave me the creeps.

Good luck with your next project!

Thank you very much for the kind words. I hope whatever comes next will also catch your interest!

kinda of an interesting and disturbing experience,kinda wierd as frick, wish it was longer. keep up the great work! (spanish play-through)


Thank you for bringing the game to spanish-speaking audiences! Good thing the game does not rely on language too much to be understood.
My next project is intended to be longer, so hopefully it will satisfy players like you looking for a more involved experience.

i look forward to you next project amigo! keep up the good creepy work!

Nicely disturbing experience, thank you! Works perfectly on my openSUSE system.

Good to know! That it works on openSUSE and that it's disturbing! XD

Tried the game, because of the linux version.

Had a memorable experience, left a donation.

Thank you very much! I am glad the Linux version turned out alright, since it was made on PC.

Really interesting experience! Linux version worked perfectly so I gave it a shout out.

Thank you! Both for the shoutout and confirming it works on Linux. There's this option to render the game in Linux and MacOS in Unity, and I do it out of habit, but I've never really had any feedback as to if those versions were functioning or not. It's really appreciated. :)

In future, if you ever want a Linux build tested give me a shout, happy to help.

Buen juego, muy recomendable

Thank you for playing, and thank you for making sure the end quote was translated. :)

This game was interesting.  I gave a review of it in the end!

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Thank you for your honest opinion. Yes, I deliberately made the game direct the player in a very narrow way, mainly because of time constraints (it was a gamejam game, after all) and it had two effects : first, it made the game very straightforward, and second, it made all the clues about the story harder to find. The clues are there, just out of the way.
So I guess it really depends on the type of player you are, in the end. You're obviously more goal-oriented, and interestingly it brings another reading of the game's events, at least to me. 

I enjoyed this wee game a lot, an interesting tale with an interesting way of telling it


It was an unusual gaming experience and you were a very good sport about it. Thank you very much for taking the time to play!

LOVED this game. So effective. My favorite horror games are the ones that can do a lot with a little and you knock it out of the park here. IMMEDIATELY unsettling and it just got better from there. A+

Wow, thank you very much! Your support means a lot, too!
I'm glad you really got into it, especially sound-wise, which really is where the experience happens. 
I was giddy just watching you play, I believe we have the same triggers when it comes to horror.

This was very interesting! I enjoyed the atmosphere and all the various sounds!! Keep it up!! 

Thank you for playing! Love your highly dynamic video editing style, btw.

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Interesting that you should go on a Chernobyl tangent. I wouldn't say the two are directly linked, but they definitely feed off a similar basic fear. Anyway, thanks for playing!

I always search for experiences like this on Itchio - the obscure, trippy and vague. I thoroughly enjoyed this experience and even with my lingering questions, I feel like what was intended was pulled off extremely well. Will follow for future projects. 


Thank you very much! I apologize, as the ending there seemed to leave you speechless. XD

I actually cut out audio at a certain point, more so because I thought you ended it so strong. That was very, very intense at the end. You should be very proud, it takes a lot of heart and skill to pull off this genre especially in the flood of short horror on -- I consider this on the level of 98Demake, which is a high bar (in my eyes). Seriously! 

Wow! Thanks!  :)

That was pretty cool. I like the neat little effects like the way things looked up close.

I don't know if I fully understood what was going on but I was creeped out by the whole thing, so if that was the intent, good job! 


You actually got the gist of it right. And I would argue that sound is part of the rhythm and narrative of the game : it's giving hints into what's in the machine, for example. Also, the lack of sound is part of it, the silence is a component. 
In any case, I am glad you enjoyed my little experiment. Thank you very much for taking the time to play.

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That was simple and effective. Great work!


Thank you for the kind words. Since it was part of a game jam, I didn't have time to make a longer, more involved experience, so I stick to what I knew. Glad to see the result of this decision works.

It's such a simple yet effective word, isn't it? "Please?" How can one refuse such a simple, polite request?

I was honestly pretty hypnotised by this game, from the second I booted it up I got immersed in this other world with its distinctly dystopian feel, building full of seemingly ill or troubled people and a mysterious machine presumably providing power for us all.

The mechanics are simple enough, review requests for work to be done by studying the photographs pushed underneath your door and then head to the basement(?) to find and fix whatever is broken.

The real meat of the game comes from the slow build-up of the crushing claustrophobic climate as you lurch from request to request without questioning a thing. And the ending will leave a lump in your throat.

This is definitely worth experiencing, so you can perhaps deduce the ending in your own way. I hope somewhat keeps up the great work, such thought-provoking, beautiful games!


Thank you for playing, and investing this time into analyzing and reviewing it so thoroughly. It was fun watching you play through it!

Interesting experience, nice atmosphere and audio work. I like how your vision warps as you look too closely. It made me think how in life you need to take a step back in order to see the big picture – or I’m reading too much into this. : ) I understood a war with slugs? through the newspapers and posters, but I’m left wanting to understand more, especially about the thing in the machine. Maybe you didn’t intend us to understand much, though. Thank you for sharing with us!

I created some lore for the game, and decided against going too deep into it, so as to keep the brisk pacing. I was thinking of maybe coming back to it in a later game, since the universe I created seem to intrigue people.

This was a trip in the end for sure hope you enjoy the video 

Thank you for playing, M'Lord!

Interesting concept!

Hey, thanks for playing! I realize I make games that are quite out of the ordinary, but you were a good sport about it. Thank you again for taking the time to play it.

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This game has no jumpscares, but atmosphere and weird ending really got me. Amazing experience

I really appreciate the extra effort you put into your video (that polaroid prop at the beginning was great). Keep up the great work! Thank you for playing my game.

I made a song: I feel Like imma scream my lungs out,I feel like imma scream my lungs out,Please. Help. M

Very good and mysterious game, tbh i didnt understand the story behind it (if there is any) and also can we expect any update? 

here is my video btw

That was an interesting watch. You bring a lot of energy to a game that's a more passive, understated experience. The clash between the two was definitely worth watching. Thank you for playing!


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I was actually quite surprised by this one. Expected another trope-y PS1-horror jam, but it actually had an interesting world. I drew a lot of parallels to Eraserhead, but that could just be coincidental. It's a cool horror setting regardless. Would love to see more exploratory works like this in the future!

Thank you for taking the time to play. If you like this kind of exploratory gameplay, it's pretty much what I do all the time. Also look into other indie devs such as Modus Interactive, Kitty Horrorshow, Valerie Dusk or Studio Snowspot.

Please is the second game! I think I solved the story about the slugs and the war. Very interested in playing even more!

Indeed, you figured it out, because you were quite attentive to all the details! Good eye! Thank you for taking the time to play, as well. :)

It was a really weird feeling. like I was doing something bad... check out my walkthrough!

Yeah, I've seen many players expressing some regret ("What have I done? Should I have done that?") after pushing the last button. I didn't expect this reaction, exactly, and it's been very interesting to see. 

Gave the game a try!  


Thanks for playing! I'm glad you've enjoyed it. 

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