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This VN was a wonderful experience. I've been following this game since before the author ported all of the story and assets over to a new engine. Every year I check back in to see what kind of progress has been made and I have never been let down. 

One of the pitfalls that a lot of visual novels run in to is that their romance options can be too archetypical and lack depth. This visual novel does NOT suffer from this issue. Rowley, Angus, and Kegar are all delectably written. Their pathos is conveyed simply and elegantly. I trust the story the author is telling. In this cynical, hyper-critical world that is the greatest praise I can give a story. 

If I had one piece of constructive criticism for the creator, it would be the suggestion to include small alternative choices in dialog for the protagonist. In many visual novels we are the observer of a character navigating through their own life. In a romantic-oriented visual novel like this it may help with player immersion if they had a few opportunities to decide why Welkin feels the way they do. Perhaps give multiple options of pizzas for Welkin to suggest to Angus, or allow the player to choose which ruins to investigate with Rowley on morning of day 2. Perhaps when Angus asks "Why are you so quiet?" on Day 1, instead of responding "Oh, I was just enjoying the scenery," Welkin could play coy, or not give a response. Opportunities for player expression can only ever help, imho. I trust the author to be able to implement these kinds of options tastefully if they are interested in doing so. 

I eagerly await more and will be supporting Tyrving on Patreon so that I can get my fix! 

(P.S. I'm team Angus, although Rowley has been growing on me.)

(+1)

Hello Klaus, thank you for your kind words. I'm delighted to hear that you like the whole cast and that you enojoy the way I portrayed them. And yes, while this is a 'slice of life' kind of story, I still wanted it to be an escape from the everyday life - a story that should make the reader feel warm and cozy.

As for the dialogue choices I'm slowly making a shift to introduce these in the character routes. The plan is, that for now, I will write dialogue branches only for the most important decisions that could affect the story/ending of the route (although, I'm not ruling out adding some minor, flavour choices here and there, even in the early part of the script).

Last but not least, THANK YOU SO MUCH for supporting me over Patreon - it means a lot to me, and truth is, that this project couldn't exist without the help of kind people like you. Thank you once more. Please enjoy the game.