Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Eskija

25
Posts
1
Followers
5
Following
A member registered Dec 27, 2020 · View creator page →

Recent community posts

What choice leads to the bad ending for Angel? Just curious.

(1 edit)

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


SIX DAYS, JUST SIX DAYS UNTIL I CAN PLAY AND REVIEW THIS (SURELY FANTASTIC) GAME!! MY EXCITEMENT IS IMMEASURABLE AND MY ENTHUSIASM IS OFF THE CHARTS AND MY HANDS ARE ALREADY ITCHING TO TYPE

SO hyped for Blackout Hospital!! 

I absolutely understand that! Your ending is most certainly your ending. I know that I really enjoyed playing through the final two chapters either way. After a few days with the ending in the back of my mind, and after bearing witness to the spectacular art of Twyla and Vanilla both by you and the wonderful community, their relationship(?) seems to be blossoming into something wholly compelling as payoff for HFSH's story. More and more, the ending is starting to feel like it's the beginning of a new story. I am certainly looking forward to seeing if, and where, that develops.

 And I do really love the concept of bad endings being satisfying on their own---I'll have to keep that in mind for anything that I write in the future! 

Having so much fun with HFSH right alongside its companion games has certainly been more than inspiring. Aside from Ren.Py, I've also begun practicing art, given how key it is as a component of visual novels. Learning to draw is an uphill battle, but I'm certain those words were repeated by every artist during their first forays into the field. And, with the two-year anniversary for CM coming up, it's the perfect opportunity to get some practice in while also making some fanart for the holiday! Gosh, I am really looking forward to seeing what everybody else draws. 

Let the record show that I am ridiculously excited to have more stuff to enjoy! Playing through every game is always such a thrill, and reviewing them is such a lovely way to process the events that just transpired. What a joy all the way around. I'm very much so looking forward to what comes next!

Congratulations on bringing HFSH to fruition, Arcadekitten!! Seeing this wonderful adventure inch closer and closer to, and now finally reach its finale, has been such a thrilling experience. The buildup to the culminating duology made the twist all the more spectacular to witness, and its placement in the former of the two chapters created the most wonderful sense of suspense throughout the dance sequence. My heart nearly skipped a beat at the reveal, to the point where I literally got up from where I was sitting, right after the conclusion of the first finale chapter, found the nearest person, and just starting raving about it to them like a madman. I hope that helps put to words how much pure unadulterated fun it was going through the ending! These latest chapters are the very clear culmination of every previous Arcadekitten game, excelling in every facet one could expect after a good few years of experience and improvement. Seeing S.F. reach this point has been honestly inspiring as somebody interested in VN design. Completing HFSH, seeing what can be done and what amazing stories can be told, makes me itch to jump back into Renpy.

Anyways, again, congratulations are in order! The finale was, all in all, something wonderful to behold. I can't overstate how excited this makes me to see what Arcadekitten has in store with Blackout Hospital. 

Now, for a more thorough, spoiler-ridden review of the finale....














Again, what a wonderful buildup! The twist is so well-done, and the little hints littered throughout make a second playthrough worth it just so that you can pick up on them. The stark change from the lighthearted menu to the Shyamalan-eat-your-heart-out reveal really pulled the Pathospire exposé together. Not to mention that putting the twist in the former of the two chapters created the most utterly pervasive sense of tension throughout the dance. 

It's my opinion that buildup/suspense is really the most important part of a story. It allows the storyteller to act on all the care that the audience should, by now, have for the characters and the plot. And, in that sense, the finale is an exemplar of tension! Going into the dance, I was so ridiculously thrilled, and immensely invested in the story. Everything was leading up to what should have been the most amazing point of the game, the cherry on top, the capitalization on all of that tension.... 

But that didn't really happen. 

The ending is much more of a fizzle than a bang. Now, that's not to say that it wasn't enjoyable. That one issue certainly isn't a heartbreaker, and I still had a lot of fun with Twyla's revenge. It's totally understandable as well---there are a number of reasons to end a story, after all. Following one's heart, moving on to wherever passion takes you, is really important. With Blackout Hospital in the depths of development, I can see why it would be necessary to finish up HFSH, and to focus on something nearer and dearer to S.F.'s heart. 

Still, the ending remains a little disappointing. It's disheartening to see Twyla knock us over the head with a bat and put such a quick end to all our hard work. I got to a point where I was so invested in the story, in Vanilla and in these wonderful characters, that I was really truly excited to see their hearts broken. Yet that didn't happen. 

I see a lot of folks in the comments here saying this ending is bad, or even that the game is made worse for it. And while I can support wearing your heart on your sleeve and voicing your opinions, I don't think that's really true. The game remains as lovely as ever, and the ending is actually quite a good one. But I can sympathize with folks when they say they wish there was more, just some sort of alternative to make it feel like the player's choices matter. 

The heart of the problem seems to be in that lack of capitalization on Vanilla's efforts. Their plan is foiled about as quickly as it was revealed. Everything, from Vanilla's odd little quirks, to the reveal and onwards, was building up to something that just isn't there. Personally, I think this could be solved with even just one more ending where Vanilla actually succeeds. That's more of a suggestion to look into in the future, though, as focusing on that at the same time as Blackout Hospital sounds like a wildly difficult workload. 

Oh, and of course, like most other people, I'm finding myself longing with all my heart for some more content with Vanilla and Twyla! I have a suspicion that Vanilla might pop up in some future Arcadekitten games, which would certainly provide an opportunity. I'm not really expecting a romantic heart-to-heart---Twyla seems a little too coldhearted for that---but an ongoing rivalry would be so wonderful to see! And, then again, "flirtatious nemeses" is an often-used trope for very good reason. I, for one, would not mind seeing it fulfilled with Vanilla and Twyla. I mean, what a wonderful dynamic, what with Vanilla's playful nature and Twyla's heart of stone!  Ooo, what would you call a ship name for that? Twilla? Vanyla? Ah, but I'm getting off track!

Overall, the buildup is stunningly well-done, the writing is even more enjoyable than it has been in past games (which is saying something) and the artwork is gorgeous. Not to mention that the plot and the mechanics twist the traditional dating-sim VN's framework in such a fresh and intriguing way. The ending is missing something, but in truth, that's the only detractor. Even that one issue is almost entirely negated by how compelling the game is otherwise.

So, yeah, congratulations, Arcadekitten!! HFSH was wonderful, it'll always hold a place in my heart, and I'm so excited to see what comes next!



.....



Alright, how many puns did I get in there? Like, 14? That has to be some sort of record!

Spoilers for Crowven's route!!
















First, you have to check out what Vasshole and Crowven are up to. Then, you have to stick around and see what the Headmistress has in store for the two of you. Afaik, there isn't actually a single instance in HFSH where running away works out well. Once you're in the office, figuring out the right choice is a little tricky, but you have to "admit" that it was all your idea, before telling Aesirel that Crowven had nothing to do with it. Obviously, Aesirel isn't buying it, but this buys you more time, leading to the single best interaction in HFSH. After Theo's stunningly cunning disguise saves the day, you have to tell Aesirel that you just wanted Crowven to like you. This seems to have the effect of convincing the universe to take pity on you, as it should be smooth sailing from there, with the player now being locked into succeeding at the route. Have fun! I hope this helped!

Jesus Christ. That was a ridiculously touching experience. I'm horrified, shocked, amazed... what a stellar depiction of the hopelessness of war. And in such times.

I have never been happier to find an ASoIaF reference in a more unexpected place.

This is going to be FANTASTIC

I'm so absolutely glad that the little comments I write can make somebody's day that little bit better! It's absolutely the least I can get done- the games are always wonderful to experience, and I can't imagine how much effort they'd take to design. And, for the record, the feeling is wholly mutual; I adore the opportunity to live the events of each VN (does Crowscare count as a VN??) , and I look forward to each new story, each slice of a fascinating, ever-growing world, being released. Every time, every story, it's always a joy!

P.S., just realized there was a PATREON, no clue as to how I missed that, but I'm absolutely going to find a way to donate on there at some point!!

Very! You should absolutely play it, the game’s a joy!

I love how open-ended everything in these games is!! Unless the connections don't indicate a genuine single universe, it'd have to take place after Crowscare, I think? Maybe it was a spell, since Ryo gained some expertise from Venna, and would now have the help of not only his father, but new older brother?

Only natural that another fabulous Arcadekitten VN would come around with the returning advent of Spooktober! Adorable artwork, loveable characters, and all in all, another joy of a story that left me in tears come its ending. Might be I'm just an easy crier, though. I could go on gushing about the game for hours, but I'd rather keep it concise. It's a sweet Halloween story, and one worth every minute spent. 

Although, I am left with, as is inherently natural in every Arcadekitten game, a few wonders, now that it's done and dusted. Each game by the creator ties into those previous, but I find myself curious if the cameos are just references, or if it's all one interconnected universe. Thinking with the same logic in the other direction, I'm curious if we'll  see the battered orange-haired girl going forward. Her appearance was so light, but it's also rather conspicuous. On that train of thought, will Narwhal Boy appear in a later title? Only time will tell, but I'm certainly excited to find out.

Oh, and, of course, it was lovely to see the Doctor once more. He's the centerpiece of my wondering for a connected universe, because, if it's so, Embry's family must have not only survived the events of INMIMB, but with the Doctor as a third addition!! How lovely would that be? How... delightful? ahaha,,

I will admit, it took me this long to figure out that itchio has an actual review feature, but I figure most people are either like me and took a while to realize, or are going to read through comments more than the reviews. So, I'm still going to leave a blurb in the comments about how great this game is. In general, Here for Sweethearts is a sweet (pun absolutely, if poorly, intended) story building off of the creator's previous work, and utilizing the intertwined stories well, while still creating something uniquely interesting. The player isn't given much control over the MC beyond the initial selection and naming them, although that makes sense in a game with clear and well-defined end goals. (I'd also like to note that, just like in every previous game, the creator does a great job of giving the MC personality from the very beginning through a unique character aspect, something which is common throughout all their games, and is a great way to attach an audience to a new character. If you're at all interested in writing, these are fabulous exemplars of how to give not just a story, but a character too, a hook!)

Getting a bit of Theo's history prior to Cemetery Mary was absolutely fun, although the self-contained chapters leave something to be desired. I think that's wholly to be expected, though- after all, the game is subject to more additions, as development continues! Character interaction was, as always, a delight (one might say a D. Light) and the frog is the best favorite character. I certainly might be wrong, here, but I get the vague idea that there's something deeper to be explored with this school, and it seems like the game is shaping up to work that in with the stories of Reginald, Crowven, and Mary from years past. The game is relatively short right now, but as it's fleshed out, I get the idea that Here for Sweethearts is a game with a lovely amount of potential, and I am so excited to see where it, and other projects, go.

Oh my gosh, this game was so much fun! A delight to play through, and it was lovely getting to see something that built directly off of the creator's other works. I love the fact that the creator managed to make unique costumes with limited sprites, which showed itself best in the wholly unexpected Spanish Inquisition. Despite all of that, though, my favorite parts of the short adventure took place towards the end. Seeing Mary protecting the cemetery (in costume, no less) was fantastic, and I love how the artstyle and design made her seem older than she was in Cemetery Mary, if that makes sense. It was a bit tough, or it might have just been for me, to read Mary as a young adult, throughout that game. In line with that, it's nice to play through Tricks n' Treats and have her contrasted with actual kids. The way the perspective switches around between the two is just so fun. Then, there's the ending. It was so sweet getting to know our favorite mysterious figure better, and seeing them be so sweet with Sunny. The absolute best part of the game, though, was finally seeing narwhal boy's face! (They look like they need some sleep). Never got the opportunity to see them in Cemetery Mary, but nonetheless, we're learning more about the world game-by-game. I love how interconnected this all is.

The creator certainly has a knack for writing open questions into the stories, and doing so extremely well. Poor Embry, though... the story hits even harder after playing Trick n' Treat, and watching them in a more lighthearted setting, being a kid like they really ought to be. The story is tragic, leaves an awful lot of room for interpretation (which is something I love), and is still short enough to enjoyably finish in an hour or two. I will admit, the sequence throughout the nightmare had me backing away from the computer the first time I played through it, but I might just be a bit more prone to fright than most. The game is great, and I love Dr. D so absolutely much.

I really enjoyed this short VN, it was a nice little story that served to demonstrate Twyla's expertise and skill in a fun way. Ovidius was adorable, and of course good at what he did. I'm a bit curious after playing the game, though, is Ovidius' name connected to the poet Ovid?

In any case, the game was a (mostly) upbeat, fun window into the regular lives of our favorite Congressionals and Parliamentarians prior to the events of Cemetery Mary. The connection between Ovidius and his mother, is just, so cute. I also would like to see Ovidius plan a heist, thank you and good night.

Aw, it's always a joy when something I say helps somebody else out! There's a special sort of game that's always tough to leave behind once it's finished, and leaving a comment just talking about everything great therein, especially when it's a hidden gem like Cemetery Mary, is always a good way to process a story that's ended, I feel. Another thing I forgot to mention was the voices- each character's style of speech is so unique, and it was really fun trying to discern who owned the mystery number by speech patterns. Up until Ovidius (and I absolutely adored his character) popped up, that is. 

And, just as a finishing note, thank you for developing and putting out this game in the first place. It's these sorts of stories that are just so inspiring that they make you want to go out and write a VN of your own. I'm so glad I played Cemetery Mary, and I'm even more glad the comment I left was able to bring a smile!!

My lord, scrolling through itchio and taking a look at random games that seemed interesting, I had no idea that I would come across a VN with as much impact as this. The writing was stellar (only a couple of errors, I think concentrated in Crowven's route), and accompanied by absolutely fantastic pacing, storytelling, and intrigue. Mary is a likeable, and an immediately sympathetic protagonist. Her relationship with Crowven really hit hard for me, as a sibling, and the dynamic between the pair was probably my favorite aspect of the game. The artstyle is incredibly charming, and the character designs were memorable (not to mention the little references to a connection between owls and Twyla, that I hope I wasn't imagining). 

The path towards the true ending completely blindsided me, but going back to play the game again, there were certainly hints peppered all throughout. The bad endings were appropriately heartbreaking, and although Twyla didn't come off as a likeable character for me (which is honestly in character) Reginald was sadistically charming and Crowven, as was aforementioned, is best boy. Their stories all ended with questions, which is so difficult on the one hand, but on the other, I am now absolutely playing every other project to figure out all the missing details.

Also, I know I already said the art was gorgeous, but the display of emotions was so well-done (and also the hairstyles, no clue how, but they all look perfect), I think I have like fifty screenshots from my favorite moments of the game. Which, aargh, was difficult to collect, because every moment is so near to being my favorite. 

Anyways, this game was extraordinarily lovely, and I cannot wait to get into the other related projects!! The journey is one I wouldn't have missed for the world.