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(+2)

Not sure how I missed this one in prior months, but me being a sucker for green hair had to check it out and ended up in an immediate four hour long play session which only ended when the game crashed (pretty sure that was just a long-term memory leak, though, since going back in to test the exact same sequence over again didn't result in any crash/performance issues).

The diversity of dialogue variables feels like the game's strongest suit, and the regular expansion of that will really help it stand out in the long term, imo - I'll be looking forward to more "everyday" variation just as much as new CGs and events.

Will also echo prior sentiments about NT and that the lack thereof has been pleasant, but I think having that as a branching option in a future chapter would be fine too - if anything, having the choice to deliberately lock yourself out of a route like that could make for an impactful moment and enhance the overall sense of player agency.

My biggest gripe would be the limited inventory, but rather than just having more on-hand slots it might be more interesting to have different containers to use/draw from. Having a cupboard/pantry in the kitchen to store cooking/dinner ingredients in and having the game draw from that when you cook rather than on-hand inventory would be a welcome addition. Maybe even set Rosette's kitchen dialogues to be impacted by pantry contents (or lack thereof) and suggest what she might want, or cajole you into making strawberry pie if she sees a lot of berries in storage.

Elsewise, thank you for sharing so generously with your game!

(+1)

Thanks for playing my game! I'm really glad you enjoyed it!
A storage system is developed for the next update to fix inventory issues and many other stuff. Your idea for Rosette is also noted for the next update, stay tuned!