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bushn

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A member registered Dec 08, 2017 · View creator page →

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awake enough to notice the subtle differences of my second run, the world gained depth despite me not clearly seeing that far in the distance. i had to look up a magpie and the image instantly refreshed my imagining of my journey to the end. pseudo-crows... i couldn't help but be wary of what they represented despite not figuring it out. i love the recognition of the NPCs in the statue.

a wonderful way to explore a very interesting topic i previously knew nothing about. ambitious for a first time with ink, you're nonetheless right that this could use sounds and images, though your descriptions are highly evocative already. would love some kind of persistent display of where i was on the calendar!

lovely presentation and you maximized every word and image, which is so important in jams. i did have trouble following the words and images into a complete story, so it didn't come together for me – but i appreciated the parts.

well played to pit the tropes of moon cycles in games (astrology, fantasy) against a real biological event. i didn't see it coming at all, and i love your documentation showing evidence for the story you told. that's not usually important but when exploring the mysteries of reality usually having the facts straight helps, like here.

wow, this was special - amazing work to all involved. the attention to detail was superb and the interface (both UI and UX) a joy to engage with. unfortunately my brain could not figure out the meat of the story so i was stuck letting eve down, who subsequently shut me down. sudo nano config.ini

i remember really enjoying your submission last year and this one is no exception. it's cool to see a straight up monster depicted not as folklore but some kind of alien being with intelligence but also horrifying attributes. my first workmanlike playthrough left a lot of questions, but i almost preferred it to my second try, exhausting all the options. i couldn't find a way to give my name, in the end

focused yet not small, with lots of bits to draw interest: the overlapping stories, the xyz stats and different endings, some specific elements that feel like they must play out in a bigger way in other variations. the effort to add visuals is also a smart decision for this type of game, as getting into it was immediate and frictionless and helped me focus on the story and decisions

killer concept, simple but effective, and pulled off with finesse. a joy to play and explore, and my mind still thinks of the ending i feel i missed. what a smart way to build a world

i wish the music was playing the whole time! excellent track. this is a lot of work for 10 hrs, regardless of how many people contributed. everything worked very well and i was able to follow the characters and make my own little choices along the way.

showing my work: i'm unable to parse the minecraft SMP stuff; am familiar with disco elysium; know the nena/goldfinger songs very well. the writing and art here is excellent - an ability to mimic DE's tone and juggle between that and streamer lingo is impressive. the balance of seriousness and silliness is well-handled. there are jokes and prods at more. i liked reading it... it went somewhere.

cue the old cliche: "you could say the main character is the city itself"

very polished work. megalopolian, even!

now this was interesting. two things stuck out: 1) the long choice text was unusual but novel, though it had the side effect of me never being able to select the "wrong" option as they were so precisely defined. this isn't a bad thing, because i cared. 2) as i played through the three perspectives, what began as a somewhat calm and wholesome examination of new relationships became a somewhat stressful network of overlapping social situations and anxieties. i'm not sure this was the intended effect, but it was very evocative and fit the theme very well

"The moon hoped for me." playing through twice - with the first never looking back - revealed a really interesting way to branch the story. key info is hidden behind those pauses, which makes the decision meaningful, and makes you think about the experience of not looking back and filling the gaps yourself. glad i explored fully!

i like the serious, noir-y tone paired with modern uber drivers and polka music. atypical in a good way. also, well paced so that playing through multiple times felt reasonable. also also, i like having choices that control thoughts, nothing, and even other characters' actions. an interesting mix

once i remembered how the newlyweds game worked it dawned on me how this would be a great way to build a party. i struggled to get the answers right, but i had a clear picture in my head of what was going on. very fun concept

laughed at (stupid) and WRONG ANSWER. too often do we play these games expecting the flow to be objective, or at least uninterested in telling the story in an opinionated way. i thought it was an excellent touch and shows that someone wanted to tell this story

won on my second try! i agree that the lore is front-loaded, which i could see being spread out through the events to get things started more quickly. still, a complete and fully functional branching mini-rpg is impressive for three days, and the way you incorporated the theme was really good - i liked having an out in dire situations.

wow. i died at what i think was the final day. even though the translation was obviously compromised, i can tell this writing is funny and original, and i did laugh several times (sacrifice grandma to adramelech, not trusting humans since the virtual boy... lol). 

the character art was really top notch and the music, though i wish there was more of it, was really nice as well. sometimes you don't need to fully understand something to appreciate it. thanks.

excellent use of colour and there were some vivid descriptions that placed me well. unfortunately perhaps some of the descriptions were a bit too vivid as i was a bit lost in the few playthroughs i did, constantly staring at the vivid descriptions rather than internalizing the plot & action

the eeriness of seeing the flicker of change in response to your blinking is something else. what is normally an instinctual microreaction becomes this vulnerability, this sign of weakness that quickly supersedes clicking around with a mouse. not only that, but the light on my laptop indicating my webcam is enabled just beams with the knowledge of surveillance. lots going on here. fantastic work!

phew, this was a bit too reflective for me atm, which means good work. i thought changing the order of choices might change the outcomes, which didn't happen, but added further reflection.

this was lovely. not only was the story interesting and well told, but the choices enabled real roleplay (although to be honest i can't imagine another tsumugi not doing *exactly* what i did). 

the "ocean entity" had such a fun way of speaking, and i particularly loved: "Well... I might not be when you are right now soon, but I wanted to let you know I was now." so much character and info given through word and tense choice without feeling goofy. 

i imagine the final letter changes depending on your choices, which is a very clever finale. really good!

strong sense of mood with the 2d lighting setup - really made the most of the visuals. i had a few issues where i'd get blocked by my bait and be constantly picking it up and dropping it, eventually leading to a game over. also, part of me feels like you may have been able to keep the player in control at all times and done all narration through the cool notes system? but i'm not sure.

worked on my mac, and turned my browser into a delightful nintendo ds. very polished and the story/gameplay were integrated well. i will say i was anticipating some cruel wario ware style multi-input shenanigans but you had mercy. thank you

definitely made me existential. startling premise of darkness, and the plotting/interaction on the planet all worked to add layers to a scifi conceit in a way that propelled me to finish. the failure hint was a good touch to encourage retrying.

looking at the other posts here shows an impressive variety of outcomes. i died knifeless in my pod, which was terrifying but fair given my choices. 👍

"He was startled. Maybe I didn't think this through." moment was great. the dialogue in particular had energy and character. the delicate drip of world building worked well and if i was a little lost, it never lasted long. was picking up steam when it ended, which is i guess all you can ask for when something's unfinished. good!

Thanks! This is basically just the web export with some hacks for text progression/display, and then I plop in a couple HTML Canvas elements for the animations.

really like the pieces here. everything has intention and as you play you spiral outside of the presented info and into other ideas that are hinted at. the interactions are subtle and obscure enough to encourage real play. very nice

wow, that was lovely. not a missed word, and what an ending - just perfect. very impressive

really appreciated the quick restarts and it allowed me to finish with momentum, which for this kind of story matters a lot. good work!

i have to say, this was a delight to play. some of the best fontwork i've seen in a jam, and the presentation/flow was incredibly easy to follow. really well done

unsettling & effective. this may sound obvious, but this game really does make you think about blinking, and closing your eyes, and opening them again...

thank you! and you found a bug - likely to do with trying to export/delete data before viewing each compilation, which i forgot to disallow.

it's not often you see entries so full of life and living. and yet, still profoundly sad even before the fire, knowing it's coming. very nice

the transition into the "dream" was really smooth, and it ended at the right time, which is hard to do imo

to be honest i started out feeling a big gap between the cozy vibes and the lonely space outpost, but over time it really got there, which i think was exactly the point. excellent music helped as well.

i also had trouble getting out of the workshop but eventually made it. the enthusiastic writing carried me through, even though i knew it was thermionics the whole time...

i really felt like there was something hidden after it ended, especially with the "resign" option. and trying to put the pieces together with the game's title... i must have missed something. still, i wanted to know, which is good!

needed the screen scrolling to be a bit faster to keep up with character speed, but otherwise fun