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The dialogue was nice to read, and the animation and particles worked really well. And the music sounds nice and fits both the style of the story and somehow also the historical period it’s set in (sure, it sounds like a weird mix of modern music and baroque music, but the story is also about a character being “in the wrong time”, and while the story is set in a time where Romantic music would probably be more common, baroque music certainly still existed, just like Romantic music still exists nowadays).

I like the art, although you don’t get to see the background for very long before most of the screen ends up covered by the sprite and effects. Its painted style fits the setting pretty well.

And I like the UI art too, the calligraphy certainly reminds me of the 19th century. The arrows on the sides of the namebox made me try to click them to see if the right arrow advanced the dialogue and the left one undid it, but yeah, most Godot VNs that I’ve seen don’t have a back button, so I guess I’m not too surprised to see that those arrows were just decorations. If you do make them into actual buttons you’d probably want to draw some sort of shape around them to make them look a bit more like buttons.

Also, I like that I can change the font of the dialogue, but it would be nice if it also changed the font used in the choice menus.

What I liked most: The particle effects. And the dialogue.

What I’d suggest changing if you make a post-jam version: Apply font changes to the choice menu. Also, right now I have to interact with menus using the mouse but advance the dialogue with the keyboard. Being able to advance the text using the mouse would be nice (either through a visible forwards button or a big invisible button filling most or all of the screen).