Grazie di cuore! <3
Crescendo
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All my games made with Ren'Py are mostly accessible but I haven't tested them extensively; Lifelong Dream is just hypertext so it should be 100% accessible; Ciao Nonna is a Gameboy game hence completely inaccessible as far as I know.
Please note that there hasn't been any extra thought put into most of them (older games probably won't have all buttons labeled), but they're also all free besides Toumayhem so you can have a go at them yourself
Hi! There is no image gallery, but all screens and buttons have been properly labeled for screen readers. However I haven't been able to test it myself, so I can't guarantee all extra screens are 100% accessible. The code should be pretty much the same for the glossary and character screens, though, so if you can access those with no problem on the trial version every other screen should be fine.
Very little romance, actually! The routes are platonic and the main focus is on the mystery. There are a couple of canon pairings and occasional focus on their relationship, though.
There's a coming update that's been pending for a while (it needs thorough beta testing before release) but it only concerns accessibility options; as the game is complete I'm not planning any more updates content-wise.
Thank you for sharing your thoughts on our game! We're glad that you had a fun time playing it and that Clara's charm as a protagonist remained intact throughout! As for your feedback on the length and pacing they’re both greatly appreciated!
We're delighted that the vibes hit the mark! As for the campy evil regime... think of it as a love letter of sort to the 90s, haha
It's insane how fast I've been hooked by this game: the world building! The characters! How the plot kicks in! And everything looks so stylish, especially considering all the shortcuts one has to take when working solo on a jam game. Nothing looks cheap and everything is so cohesive, I really enjoyed it and I'm happily looking forward to more.
If anything bad happens to Juhyeon I will cry
I went from "Oh wow, this looks so good" to "WHOAAAA" as soon as the first battle scene came up. The pacing is stellar, fell in love instantly with the two main characters (Iago especially) and I was blown away by the monsters' designs. I also loved how you used colour (or lack thereof), especially on Iago's eyes near the end!
I'm here after reading the postmortem and imagine my joy in reading I still have at least two more games to bask in the worldbuilding! This was a great introduction to a bigger world, can't wait to see more of it.
While I do admit the beginning left me a bit confused and it's just too short to get a good graps on the scenario, I was very intrigued by the world building and the end left me there like "No! I gotta know more!"
Besides that, the fight scene was AMAZING, great use of simple yet very effective sprite animations!
Thank you so much for playing! I have to admit it was more inspired by Yu-Gi-Oh! than Vanguard (that's still on my watchlist), but I did go for "as cheesy and unhinged as possible". Considering the development strategy of this game was "fuck it we ball", I'm pleasantly surprised the card game ended up being sort of enjoyable! I sort of embraced the moments of utter stupidity as a feature (e.g. Deneb one-shotting herself by playing her special, Astra being the strongest among the three).
I didn't think of it as a branching story (mostly due to time constraints), but the idea of an alternate ending depending on the last battle's results is cool! Wish I thought of it now, actually. I also wanted to make a special animation for, well, special attacks, but in the end I had to cut it out...
Making short games is easier when they're stupid (affectionate)! But for more serious stuff, I find starting from the end and having few story beats (and characters) clear makes it easier to avoid getting too much out of scope. Looking forward to the full version of Spirit Link!
EDIT: as for the visual glitches, I was aware of both but I just went "eeeeh... whatever, no time" and put in a fix for the first one which... didn't work much, apparently. I didn't think hiding the text box could work for the second one, so thanks! I'll definitely look into both for the next patch (which will come eventually, I'd like to at least add sound effects...)
Hi! First of all, thank you for reaching out and for creating such a collection, that's really cool (and also useful to devs without any visual impairment who might want to take notes!). Toumayhem is made with Ren'Py, so the built-in self-voicing should cover most of the game; I also took care in labeling all buttons with an alt text, and the main character's thoughts are explicited as such in self-voicing (prefaced by "Thinking:", while in text it's just between parenthesis). Most screens work fine on keyboard and controller, but I do know that the Glossary and the Jukebox (both extra screens, but still a nice part of the game!) are a bit iffy at times due to scrollbars I've had a few problems fully figuring out (solo game dev hard). That said, I've had a few test runs myself for all these options but I'm far from fully blind, so there's probably a thing or two I missed or I didn't think about implementing. Anyway, if you want or have time to (I imagine you're doing one hell of a work in collecting 100% accessible games), you can try out the trial version as the only thing I mentioned earlier that's missing is an access to the Jukebox screen.
If you do end up giving it a try and find anything that might improve usability, please do tell if you've got time! Post-release fixes are being kind of slow at the moment, but I'd hate for anyone to be locked out forever from playing for issues I could easily solve.