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The in-game and dialogue image art was not polished with consistency, but hand-touched kinda way... a way that reminded me of young journals of story doodles, or during school art trades, sketchbooks of ideas.  The pixel stills, on the other hand, were gorgeous works of emotion- and I think the two styles worked well enough together to tell the tale! 

Things that I reeeallly really liked though:
-The lighting, space, and scale of the abandoned mall she lived in all lent itself to the story and emotions sooo well. 
-The dream being a tight, cool, broken up tileset was powerfully different from the mall. 
-The reoccurring flower tied both reality and dream together in a powerfully symbolic way.  

Lotsa care was put into this tragic but ultimately hopeful tale.  Bravo.

-FishChiesa | artist | Box of Mushrooms

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Thank you so so much for the feedback. I really appreciate it. 
The art was a bit of a tragedy yeah... was never the quickest at it. As the deadline creeped closer I had to rush things up a bit and import unpolished assets (The lighting was a desperate attempt at masking the original look, it looked pretty flat) . But I am glad that you liked the the pixel stills though. I spent quiet a bit of time on those , glad to see it was worth it!

Thank you for seeing the game to completion despite its numerous bugs! It means a lot to me.

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Nonsense! The art may have had obvious mismatched styles or resolution, but was all and all a really coherent work (def not a tragedy!) I think it worked well!