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The jam version is unfortunately more enjoyable than the post Jam for being more concise. Which I will rate on. 

 However a admiral attempt to make a collection of mini games with a vn style of story telling +1. 

The with size of the team I see how this game was designed with so many minigames. 

Character art is adorable, and the minigames provide interest. However as they take longer they become less interesting. 

There is a clear problem with the ability to move on from one puzzle to the next which is probably where most of the glitches come from. Like perhaps there was not enough overhead to keep the pieces snuggly in place. 

 To be frank the story is... Oof. The much of it I wanted to gloss over, or lack of interesting banter, and there really wasn't enough to rate high. 

I checked out the post jam to see your vision and unfortunately it gave me a worse impression. 

The post jam story was better at the start, however the it quickly became hamfisted, and became a awkward read, so many suddenly gay moments, rather than subtlety gay. The theme is challenging, I would have given a +1 for theme for a honest attempt at however that was post jam. 

On the technical front, some mini games detract from the overall experience. Particularly the numbers game. It takes very long to compete and there is a major glitch in that the mini games blend into each other simultaneously. 

With all my critism,

I'm actually interested about the development process, you guys had a massive plate of work and I can't imagine how you swallowed as much as you did. Was there a dedicated team leader? What challenges did you face? What went wrong? What went right? 

What were you proud of completing and  what were you not? 

Are you still working on it? 

Do you plan to improve writing? 

Aheh "team leader" here, save for me, it was everyone's first or second jam experience.  Of course the biggest challenge is always coordination and management of time, everyone was able to grasp the scope of creating individual minigames (multiple programmers) but no one really predicted the scope of making all the minigames flow together at the end of development so it was all masking-taped together last second.

It was both to our credit and our detriment and that I handled as many hats as an artist/programmer/sound guy etc since I have a lot of experience putting things together. Despite being able to deliver a higher level of content and detail than if I wasn't involved in more roles, we probably invested too much confidence in me delivering the final product so I crumbled under the weight of everything I was handling at once, a lesson I'll have to personally beat into my head one day.

The jam was a big learning experience for all of us and despite not delivering the best play experience, everyone got a lot of development experience out of it!

We'll try and wrap up our jam plans in a final post jam build V1, but no plans on improving the story besides minor edits to dialogue and flow

Many thanks for playing and commenting!