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.
bushn
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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!
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.
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
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.
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!
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.
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!
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.
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!