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I liked the story (I hope you continue working on it), the painterly art and the menu music (I haven’t sat and listened to it while typing this comment though, since it pauses whenever I view another tab, but seeing as the game seems like it’s being worked on I figured I’ll probably play this game again later). And I can’t get music in-game to sound right (or perhaps I could if I tried to enable the music while it’s in the game.

The UI is nice too (and I’ve seen other years that Unity VNs tended to struggle with UI, though this is only the second Unity VN I play from this jam this year, so I don’t know yet what the average will be like).

What I liked most: the art and the writing there is.

What I’d suggest improving: probably continuing the story. If I notice that there’s updates I’ll probably play it again.

(1 edit) (+1)

Thank you very much for playing, we will continue with the project, we are just taking some time off, our team with @nyranami she is a great artist and helped me a lot in this project, @CrisDagustini with his music and great sound effects and @samilysversion who created the dialogues.

Our team was very good and it was a lot of fun and I hope to play as we update the game.

Now the build dont have the last bugs, but can still have others. I hope u play again now with the music and the no more annoying bugs.

I guess I can leave a bit more detailed feedback now:

Audio: Looks like the music works now, and it sounds pretty good. I like how in the alchemist’s home you can hear the fingers sliding on the guitar making a sound that usually I’d try to avoid making when playing the guitar, but it doesn’t sound out-of-place in that piece. And the different pieces of music for the different environments go well together while still giving each environment its own feel. It does seem like if I leave it playing it’ll stop after a while instead of looping like it usually does in games, but the pieces are long enough that I’d guess most people wouldn’t notice that.

The typing sound is nice but can get repetitive. Perhaps each character could have a different keyboard “voice”.

UI and accessibility: The UI seems pretty good, at least for a Unity VN. The names of different characters show up in different colours (nitpick: the colours might seem random to most players, since they’re not related to how the characters look, but as a translator I feel like you might have used a set of colours related to the ones used for SDH in some countries (I mean, subtitles for the deaf and hard of hearing, which in some countries use colours to show who is speaking, with yellow being the main character, followed by something like cyan, green and magenta for the next most important characters, and white for minor characters, those colours I just mentioned are what they used on Spanish TV when I was living in that country, and seeing as you used yellow, cyan, green and red, it felt like it was sorta similar). And I like that you have back, auto and save buttons. (I did notice that if I save and then exit, it doesn’t always let me load the save later, but one time it did. I think I’d prefer if it were possible to load saves after exiting, even after reloading the page, and ideally I’d have several save slots rather than just one.) One accessibility issue I might mention is that choices can only be selected with a mouse: I think I’d prefer if I could select a button with the arrow keys and then press enter to “click” it. It would also be nice if I could use arrow-keys+enter to interact with the quick menu buttons (or if they had keyboard shortcuts so I could rollback, save and so on without using the mouse). Skipping (fast-forward through parts of the dialogue I’ve already seen) would be nice too, although if there were several saveslots I guess it wouldn’t be very needed.

Other: And I think the story goes a bit further now too, which is nice. We even get to know who Diana wants to bring back and why. And I did say in my other comment that I liked the art, but I think I should also mention that I like that the sprites move and scale up and down. But perhaps when one character speaks that one could either move more than the others or be bigger than the others to make it even easier to see who is talking (in case some player forgets which names go with which sprites).