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The real reason there is no title screen is because I am in the middle of changing how I make menus XD. But I am a fan of when games effectively blend the title and the game together.

The fully scoped idea for this game has a lot more mechanics, and they also kind of lean on the environment itself nudging the player toward what needs to be done. The eggs making you go faster is actually a pretty important part to me - that opportunity to just stop worrying and zoooom. The planned idea was for flaming rings to appear when you pick up an egg, and moving through those would progress hatching as well as speed you up. (You could also opt to throw the egg through the flaming rings to heat it up, lol.)

Basically, the full idea was a bit of a playground, with a lot of implicit interactions between things, and a fair bit of strange. But it would have taken me at least a week to finish a minimal version of that.

Also, the full scope had an incident in which Doremy Sweet herself was trapped sleeping in a dream world, and some evil baku was using her powers to trap other people the same way, to feed off of their figments, wishes, and fears. So like, you would have to wake up four others first in a strange sort of boss fights in four stages, then challenge the evil baku and sleeping Doremy in the end. The ending would have been very different. The dialog would have been focused on contemplating the sleeping characters' wishes and fears.

But honestly, I like the simple and down-to-earth Mystia-Wriggle interaction here too. :)