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With regards to the trees' collision... square tiles are problematic due to this (since trees aren't square themselves there's often a bit that's either overly blocked, or unblocked... but I'll try to see if anything's inconsistent). As with regards to your perception that it merely transferred you to the other place without doing anything, well, the answer to their 'riddle' wasn't so much verbal as based on answering in some form by going around the room... I'm not saying it's an interesting puzzle, by any means... but, it's what I thought of doing, for some reason... but, yes, I mainly intended to create an atmosphere through the 'lore'... not so much puzzles, per se...

You specialize in music? I don't... but why do you think the music selected wasn't appropriate? I thought the initial one was, in particular... added to the gloom... the battle music (although I wasn't necessarily going for horror with a character who, for some reason, ended up with not much of a story... such battles in games I played, e.g. Gilgamesh in FF5, all had such grandiose-sounding music, so I went there...) - it was also, admittedly, a bit long for such a short battle (I don't exactly spend much time tinkering with battle mechanics, either... and I only recently decreased that vampire's stats after playtesting it and noticing he was too tough... might be a bit the reverse now...) The music in the labyrinth.. ended up sounding a bit strange, but then, I thought, the place was fairly odd itself...

By set vocabulary... do you mean they don't seem to have their own personalities? I found it a bit tricky to distinguish them in that sense, and before I changed the middle character's hair he even looked like the other one too... how could the plot go slower, though? What was specifically incoherent?

When it comes to graphics, and resolutions... it's mainly due to ending up using whatever's available (graphics certainly isn't something I can do, either, my focus is mostly writing... which is why I often end up procrastinating on the technical aspects...) - but I also tend to integrate them within the narrative... although, I don't think I did much with the labyrinth and its town... still, since it's a place which isn't as it first appears, I suppose a difference in appearance makes sense, too...

If you think this was at all interesting then you might like to try my other games, too, although most apart from 3 are prototypes... The Cold's Hold has more of this sort of writing, but it's a much looser narrative where I let my thoughts wander...

I see, I guess I answered the riddle without noticing then.

I thought the initial track was a good fit. It was largely the final battle music that threw me. I was just thinking you'd get a better sense of fear and dread across with something a little more dissonant and a little less melodic. But I guess it all depends on the vibe you want from your scene.


Regarding my vocabulary comment, that's about what I was going for. Especially with some of your NPCs if you decided something like "this guy talks very surely and properly, never abbreviates or speaks improperly" and "this one stutters and is prone to awkward phrasing". I noticed a familiar speech patterns across a couple of different NPCs.

It's possible I was having a bit of trouble with some of the concepts, I tend to be pretty literal. There were quite a few paragraphs of text in succession without a lot of gameplay in between. For a game of this length, it's pretty common for the story to be something that can be summed up in a few sentences. 


I was wondering if it was a meta choice to have to art style change, but my suspension of disbelief did take a bit of a hit. 

I'll be sure to take a trip to your page when I'm in the mood for detailed worldbuilding!