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I have now read the design notes.  It is interesting to me how different what I thought was going on in the game was from what you had intended to be going on.  I certainly didn't feel like the pieces failed to fit together but I also didn't know your name was Sylvie or that the game was metaphorically about a specific real person until after playing it.  For me, the layers of interacting things was the highlight-- I, in fact, quite like multi-purpose content in videogames, although the idea that Animal Well was doing anything new with that annoys me since it's been a feature of countless video games since at least the Atari 2600.  The poor quality of game journalism is hardly your fault, though.  The multi-purpose nature of the elemental powers is cool, but much more compelling to me was the multipurpose nature of the characters and rooms.  I was particularly suprised to find out that what I had assumed were cosmetic changes-- like the eye things-- had mechanical effects (I didn't use the hint or help system at all, so I didn't know about the flower or glasses effects, but I found the one and three eye ones, and Aria tells you about the double jump as well although I hadn't noticed the costume change and had immediately reversed becoming a devil), and that getting to the True Lords without their elements was an intended feature of the gameplay, rather than accidental sequence breaking (although it sounds like you were supposed to have two abilities to get to them and doing it with just one wasn't actually intended.  Woops :/  Downside of exploration-based gameplay with skill requirements, I suppose). 


In any case, I thought it was cool, I didn't mind coming up with the details of how everything fit together on my own and I came up with a pretty detailed (but completely unintended it would seem) setting and explanation for what's going on.  I didn't think Wind made any less sense than the others, honestly Fire is the one that seems kinda out there because Love and Wind are both trying to do impossible things (If I love them enough, surely they must love me back/If I try hard enough, surely the world will be fixed) but while relationships and society are both things that are ultimately outside our control and so no amount of Sylvie-blood can effectuate that last little piece the Lords are looking for, Fire just wants to make stuff and that's not really, like, dependent on external forces or anything.  It made associating the talisman of Body with the Lord of Wind an interesting choice because the implication seems to be that internalized artistic demands are destructive even separate from physical limitations because of their obsessive, time-consuming nature.  Maybe Fire's line is "If I put enough into my art, surely it will be perfect".

Lastly I would say that parables are not trivial or trite, but difficult works to create that express moral truths in a multifaceted way.  I think you are concerned about making something that is expressing a simple message, but there's nothing wrong with a simple message-- the simplicity of a statement need not belie a shallowness to its truth.  Furthermore, the game's highly abstract nature provides plenty of space for people to try and put the things together themselves. That said, if the game was intended as a parable about taking care of ones self, I don't think it was terribly successful in that regard-- the literary form seems much closer to stream-of-consciousness writing like e.g. *The Bridge* than e.g. Luke 15.  That's an extremely difficult form, though, and it sounds like you were hoping for it *not* to be that, anyhow.

Idk.  I guess I just think you're selling yourselves short on this piece.


P.S. In the design document you seem to be concerned about the game being too difficult.  I don't think any of the challenges took me more than 30 mins individually, and I'd say the game was challenging enough to be fun, but a bit on the easy side.  I know you suggested True Ending no outfits, but that's basically what I already did and not getting to wear a flower is sad.  I didn't look at the helps, but if the boss difficulty slider goes the other way it might be nice to put that somewhere else or signpost it or something so people don't miss it thinking that section is just to make the game easier.  Although if it just changes the bosses' hp that sounds more annoying than fun as a change-- the regular false lord fights took me the longest of any boss because it took me until the second one to realize I could moonwalk with the sword if I pressed right and left at the same time (which kills the boss in seconds, so I actually thought it might be a glitch, but it looks like it was intentional though intended more for the Fire jump than the sword).  Speed ups or something might be fun, though.

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Thank you for the detailed thoughts!

I think you are more skilled than the average player if you found the game on the easy side, especially if you also reached some True Lords with only one element (which I knew was possible in some cases, but didn't really intend players to do unless they were trying some kind of challenge run). I'm glad it was still difficult enough to be fun though. The boss difficulty slider is only for making the game easier, and was added after a playtester spent around 45 minutes trying to beat one of the false lords (not the demon form). Even though "struggle" is supposed to be a big part of the game, I felt like if the difficulty was ultra hard, then too many people would just give up....

I would say that reaching the true ending without costumes is not that much harder than how most people approach the game. It's only really different if you relied a lot on the devil/angel or the unlockable help features from Aria. The secret ending becomes a good deal more convoluted and time-consuming without costumes if I remember correctly, though not much harder in terms of execution.

Aria wanted to add that she doesn't actually know much about parables as a literary form and just thought it was a name for a certain kind of simplistic moralistic story. It's interesting that you mention stream-of-consciousness writing because sometimes I feel like the way I design games is to let it flow out of my consciousness....

We are coming around to feeling better about the game after seeing more people's reactions and seeing some people say that they did find it moving. A friend said that the story feels like an "emotional space" you can explore and play around in and I like thinking of it in that way.

Hi! It's really cool to see another person getting into Sylvie games and taking the time to think about them deeply. I am really excited to see what you think of Sylvie Lime!! (And the hundreds of others, of course :D)

One thing I wanted to briefly mention since Sylvie was too polite to point it out in her own reply: that bit about Animal Well in the design notes is a joke :) Sylvie is very well-acquainted with the history of games in general and Metroidvanias in particular, as you may enjoy reading about in her Sylvie Thoughts series.

Oh, I didn't mean to imply she didn't know video game history,  I merely was remarking upon what I see as the lack of journalism in the article itself. Excited to try more of the games, although none of the ones I've tried so far have been this good (but they've been short things like If I clear 50 Stages Maybe I'll be Loved. I'll try Sylvie Lime once I finish Love

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I think very few of my older games are similar to this in terms of length and ambition, but Sylvie Lime is probably one of the closest. It's different in many ways though. I often try out new things, so when someone likes my newest release, I worry they won't like any of the older ones as much....

Also, Love is really amazing.


I just spent like 8 hours grinding this stupid room in it and you know what you get for beating it? Turned to stone ;_;


Also I like pretty much every genre of game (although not equally-- I tend to have a higher bar on Interactive Fiction/Visual Novel/Dating Sim type games and a much lower one for 7drls ) so I wouldn't worry (and also what I think doesn't really matter that much, I'm just a dude on the internet ;P).  So far they've been fun, just not as engaging due to the difference in scope.