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Thanks for playing! I think the reasons behind the dialogue density are twofold. First, since I didn't trust myself to be able to do anything too big in the first place, I only scoped for one stage with a fairly decent amount of dialogue. Typically, I'd try to spread the dialogue out a bit more, maybe even across stages. However, considering the fact that I didn't have much time and still managed to have to squeeze a lot into post-jam updates, the only thing I could've done here is cut down on some of the dialogue (or just scrap the danmaku half of the game entirely, but I wanted to have some sort of substance for those who don't really care for the story).

This leads to the second reason: unfortunately, because of Junko's semi-archaic, overdramatic way of speaking, her dialogue is almost damned to be too complicated. This makes for a wonderful foil to Hecatia's more casual diction, but can be rather painful to squeeze into such a short game. It might've been better if I had Hecatia talk more often thank Junko, though their personalities seem to lend themselves better to the arrangement seen in-game. Fortunately, I can probably fix this easily for future games by using characters that are a little less talkative.

(+1)

Ohhhhh, that totally makes sense, well, too bad it happened like that, it totally could work if divided by levels