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A jam submission

A Moment in EternityView game page

One-move interactive fiction about Mokou and Kaguya
Submitted by Rosedelio — 1 day, 21 hours before the deadline
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A Moment in Eternity's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative / Writing#24.6324.632
Use of LGBT Themes#24.4214.421
Concept#74.2634.263
Overall#153.1753.175
Gameplay#172.7892.789
Audio#231.4741.474
Visuals#261.4741.474

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Rosedelio

Streaming Permission

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Comments

(+1)

Oh my, that's an interesting way to tell a multitude of (small) stories.

At first I thought it was a standard text adventure but it's in fact microscopic adventures. Makes for a good little read. I think the funniest thing I stumbled into was when I typed "drink" and the game brought up the cigarettes, or when I "say Hello to Kaguya" but she just stood there. Coldly.

I featured this small game in my showcase video right here:
https://youtu.be/QJnqeaYY4Xk?t=1495

Submitted(+1)

I really like the idea of all these outcomes being different days spent in eternity, and the writing is great. Nice of you to include a list of ending actions too, so players aren't left missing out. And sad ending is sad :(

(+1)

Superb writing, choices, and endings!

Submitted(+1)

This was pretty cute, though I'll admit it's not a genre I enjoy, this was still really nice. I'm not very good at guessing things, and i tend to keep commands to a single word, so I was surprised that a lot of them needed to be full phrases

Submitted(+3)

It took me a while to understand the point of the game, but once I did, I instantly warmed up to it. As I learned from research: the “One-Choice IF” game is its own sort of sub-genre, and it’s executed brilliantly here. Mokou trying to find a way day after day to add some zest to her life with Kaguya makes perfect sense within this context, and it also helps that every single ending is written fantastically (the sad ending almost made me cry). But I think what impresses me the most is how “guessing the endings” ends up playing a role in the storytelling. It fits the idea of Mokou trying to find a new way to spend her day super well, and is a layer of connection between storytelling and gameplay that makes me jealous! My only wish is that there were more endings, but it sounds like that might be something you have planned. I think this is the most clever game in the entire jam. Fantastic job!

Submitted(+1)

I have not played Aisle (yet), so this game plays on the strengths of the text-based interface in a way I haven't seen before. While it'd normally be frustrating to have to "guess the verb", since many reasonable guesses lead forward, this is not bad.

It's been years since I last played an IF game, perhaps due to hyperlink based interactive fiction now occupying most of the interactive fiction niche these days. Many of the games I played did not use the freedom of the input system in an effective way, so I did not mourn this transition much, but this game is a great example of what's been lost.

SPOILER:

Also, the use of Kaguya and Mokou is excellent. When I first got the 'look at kaguya' ending, I wasn't sure whether I should "talk to Kaguya", or really have any more dealings with her, but it slowly dawned on me that the different iterations are not the same moment, but different near-identical snapshots from the lives of these immortals. I found this quite beautiful.

A highly recommended experience.

Submitted(+2)

How’d you know I’m a sucker for IF?

I absolutely adore Aisle and you’ve gotten a lot of the same qualities down. One difference might be that Aisle had this instability to its narrative (you never were quite the same person in any given route) that isn’t present here. I don’t think that makes this worse though, just different.

Mokou and Kaguya are definitely some of the most interesting characters to tackle given their unique relationship and each scene has its own depth to it that I like. It always feels like each given scene is a part of another plot thread that we only see a tiny, eye-catching glimpse of.

It’s always a good sign when a game makes me go from game reviewing mode to narrative reviewing mode.

Developer(+1)

Thanks! I thought about having that instability in this game. However, as I worked on the game more, I found it wasn't really my narrative style and decided to just have the varied endings instead. Plus, the pre-established backstories of the characters would have made ambiguity difficult. I think it worked out fine in the end. Like you said, Mokou and Kaguya's relationship means a lot of the endings could have happened along one timeline.

I plan to make some more IF games. Hopefully I manage to finish another one soon!

Submitted(+1)

I really enjoyed how it portrayed Kaguya's and Mokou's eternal relationship in a single moment by only allowing one input for the ending. But i think a fuller or more expanded set of options could have helped. I would enjoy something like an inventory, so i could give Kaguya flowers or something similar.

Developer

Thanks! I did want to make more endings; Aisle has more than triple the endings of this game. However, I was running out of steam near the end. With a fresher mind now, I probably should have added more items to interact with.

(+1)

Do all valid actions end the game?

Developer

Yes, though pressing any key will restart the game.