I very much liked the game overall, it was phenomenally polished and a great self-contained story.
I know it seems like an inconsequential detail, but I genuinely was glad that there was an elevator and also a story reason as to why the character didn't use it. If there was just the elevator there but you couldn't interact with it, or no elevator at all in a six story building, I would have been thinking about that the entire play-through.
Like others have mentioned, the field of vision changing and the sound design when in a panic really brought me into it as a player. I was honestly worried that I would have to go back up after taking the picture, because I was thinking to myself "Well what if my phone put the wrong timestamp on this picture and I didn't actually take it this morning."
I think this is a perfect little look into a small window of someones life and seeing their struggles. Struggles that an average passerby, coworker, or friend wouldn't normally see or often even consider.
Chipper Deer Studio
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I really enjoyed the art style, it felt like jumping through someones mixed media art piece . I especially liked the use of parallax for the foreground, it looked really good.
It took me an embarrassingly long time to realize there was a double-jump, but as soon as I did it was much easier to collect things. Spending time just jumping around/falling down to a nice musical score while periodically getting insight by way of the dialog and the character descriptions was very pleasant.
This game has a "get a cup of tea and take some time to enjoy it" vibe if that makes sense. It was very well done.
Yeah, the original plan was for the Magic Missile to be stopped by walls, but I could not get the collision right for some reason. After putting a little time into it, I decided to put that on the back burner to clean some other things up. Then, like always, I ran out of time in the jam before I could go back and fix it! Thank you for the feedback though! I appreciate you playing.