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WALLS's itch.io pageTeam members
Myself, GraphiGato, PolarPaint, and Nemesis (credits in game's page)
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Team members
Myself, GraphiGato, PolarPaint, and Nemesis (credits in game's page)
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Comments
The art is cute, and there are a lot of nice touches in the presentation (opening credits! that's a rarity) that already make for an evocative opening before a single line of text appears. In particular, the minimalist title screen really works here, setting the mood instantly and providing a fun transition to the game proper.
There are, though, are a couple of formal things to make note of. I thought the pauses were perfectly calibrated in the tense scene outside earlier on, but for the later character drama bits, they came off as a little extraneous; could have let the prose set the pacing in a few places there. Sprites are used in a weird, inconsistent manner, with the protagonist sometimes being displayed and sometimes not, although I guess it works as a means of allowing scenes to be blocked with more variation, important with there being no expressions.
As far as the story goes, the first half is strong – the dialogue feels natural, all the setups pay off, and despite the aura of familiarity surrounding the premise, there's an arresting sense of rawness and vulnerability to the execution. I was less enthused with the climax, however. WALLS is absolutely gripping when it lets its imagery and atmosphere do the talking, but I feel like the ending doesn't demonstrate that virtue; it goes a little too far with explicating everything and laying out what this means for everyone, ultimately being more of a slow dissipation than a punchy final point. Still, it's a pleasant read and a good jam entry.
Thanks for the critique! I'm really glad you enjoyed it; putting out your first piece of original fiction is always very nerve-wracking, especially considering myself and the artists on board struggled with some IRL happenings towards the end of the jam that really slowed us down. But people seem to enjoy it, and that's all I can hope for.
The sprites I got a bit self-conscious with since we didn't have time to add multiple expressions and clothing variants as I envisioned from the beginning, so I was afraid that having them frequently on-screen with no change in expression or pose would make the scenes feel very flat. I was more focused on making sure all the necessary assets we had were in place. I would've liked to animate the sprites at the very least, but there was no time for that.
The whole third act is also the part I struggled with the most while writing lmao. I rewrote it a handful of times; it was originally way more of a downer that explained far too much, but I think I managed to make it work well enough in time for the deadline. I'm tempted to flesh out the prose for the eventual "1.0 update", but that's the least of my concerns at the moment in regards to additional content.
Again, thank you for reading!
~ Sage