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(1 edit)

Well, my submission this jam may have been your least favorite to date, but I can say without hesitation this is my favorite of yours to date! Not only that, but it might be my favorite submission of the jam so far! (I still have 4 left I think)

I'm a little biased toward games with story, so that may be part of it. But I found the story super engaging. I really liked the diary section, reminded me of some of my favorite visual novels. I enjoy getting to poke around, trigger dialogues, have the characters comment, etc. The story as a whole was well put together, and felt like a complete package... tough to pull off for a jam! If i had one writing criticism, sometimes the swearing and stuff felt a little overboard. But it wasn't enough to dampen my enjoyment. Also the ending I got maybe was a tad abrupt in it's redemption too (ice cream time!) but again, didn't really harm the game overall for me.(I want to note I love the SPIRIT of that ending, but maybe going straight out for ice cream... well...) I enjoyed the epilogue a lot!

Audio-wise, everything worked well!

I'm pretty used to your art style at this point, so I won't harp on it too much. I'll just say that was the low point for me. Overall, the visuals were still good enough to do what they needed. I liked the Doom-style turn arounds on the sprites! The environments were decent overall, though some of the models stuck out style-wise. (The super-shiny cars for instance)

I encountered a few small bugs, such as my character strafing off to no-where when I reached the hospital, Lily running in circles or into walls, and at one point (after picking up Lily) it felt like i was stuck staring into the sky or something... took me about 30s to find my bearings and start walking properly again. All of these didn't really cause a big issue, as the game still progressed. The one that almost got me though was in the farm house. I went into the upstairs room with the crystals on the table, and got trapped in the room by Sakura. I thought I was going to have to check my autosaves (if they exist) or start over! I ended up hitting her with the hammer (and felt bad about it) and managed to squeeze by. Not sure if the hit actually moved her or if I just finally got lucky.

One last note, I did see another comment mentioning that maybe this should have been a walking simulator or a visual novel. Honestly, I whole-heartedly disagree... I LOVE it when visual novels mix in other gameplay. In a way, this did feel like a visual novel to me, but with the added bonus of bits of action, investigation, etc. It all helped pull me into the story and events, and I think I would have liked it less without all the pieces in place.

Anyway, a long passage of text to say: Really awesome work, I loved it! Looking forward to the Xmas special! I know you're planning other things this coming year, but I do hope you pick this series back up again at some point!

(+1)

Thanks for playing!

I think is probably my strongest entry to this jam (although Shattered still has a certain magic to it), so I find it reassuring that it's your favourite so far if that makes any sense. That it ranks high among the entries you've played so far is high praise I did not expect.

The story seems to be the best received part overall. I was surprised how well it came together and how well some of the later changes worked. Then again, story and storytelling was a focus area this time around. The diary was an early idea I had, but making it central to the game was something that kind of came about later. I had expected it to kill the pacing, to be honest, but that turned out not to be the case.

Although I didn't see a problem with it myself, I've heard a few complaints about the edgy, coarse language filled dialogue. I'm not going to promise future games will be milder, but the overall style and tone will vary from game to game and with it, the style of the dialogue.

The ending is abrupt because it was kind of written and implemented in a hurry. It should have been longer, it was going to have more options, and some of the dialogue was not quite there, but the clock was starting to run out by that point.

My audio is always a random mishmash of stuff from Freesound, OpenGameArt, and some other free and commercial packs. It's usually done in a hurry and works pretty well, but one of these days I'd like to do a game with exceptionally good audio.

I do wish the environment models were more consistent in style and polycount. I could probably have thrown some money at the problem, and maybe done a little better with more time.

Lily's pathfinding and getting stuck on Sakura are known issues. Pathfinding is basically nonexistent but usually okay in open-ish areas; one of these years I'll solve that general problem (knock on wood). Getting stuck on Sakura I thought was rare enough that it would never happen in practice... I forgot about Murphy's Law. I thought I'd fixed the continuing to move when hitting the hospital, but apparently I'd missed that. I'm not sure why the staring at the sky thing happened, but it certainly could. I don't actually remember if the hammer thrusts things, but it could put Sakura into her Hurting state and she might move when reentering her previous state.

Back in the first MGGJ, I spent the first week on Shattered without any plans on anything but the story sections. I knew I wanted some sort of other gameplay, though, because it seemed like such a tease to describe awesome magical powers without actually letting the player use them. That being said, I'm considering doing a more pure visual novel for MGGJ5 so I can focus on improving the dialogue system without having to worry about making the rest of the game.

I have tentative plans for a third entry in the series (not counting Takagi), though I still only have very vague ideas on what the game will actually be about. I am trying my hardest not to become Valve.