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HOPJAM

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A member registered Apr 22, 2022 · View creator page →

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it's been quite a while since i've left a comment for something on itch.io... hopefully nothing slips my memory! it'd be a shame if i were to forget something i've been looking forward to talking about.

anyway, hydrangea was an absolute delight to play through! i decided to download it on a whim during the dead of night, completely oblivious to what was in store for me... there are many aspects of the game i'd like to praise such as the art, the writing, or the voice acting; but i'd definitely say its biggest strength is how the story and the gameplay loop heavily tie into each other.

normally, i'm not a huge fan of when visual novels lock certain—usually better—endings behind the initial endings which also happen to be the worst ones. it's mainly because i don't think it makes sense for most VNs; the protagonist has the ability to do whatever they'd like for most of the game, but at the last stretch you're forced to trip and fall unless you've already sat through the events about to transpire before.

in hydrangea however, it not only makes complete sense but also reinforces the story's core themes. the protagonist is nigh-powerless to do anything to affect their circumstances, and by forcing the player to keep replaying the game in the hopes of getting a better ending, they're put into the protagonist's shoes and get to experience the sensation of being trapped in a horrible loop which keeps going nowhere much like the protagonist themself does.

the fact you slowly learn more about the twins as you unlock more endings also helps, since i'm also not particularly fond of replay-for-better-ending visual novels where the entire story remains the exact same for a new option you get to choose from at the very end. in fact, i also enjoy how revisiting certain earlier events after completing the full game frames some of the twins' actions in a new light.

some examples which come to mind right now are the friend twin's reaction to you gripping their shoulders without warning or being intimately familiar with various manipulation tactics enough to recite them from memory (i had initially chalked it up to explosition for players not acquainted with the story's premise), and just about everything to do with the sweetheart twin's behavior in general. this might be my favorite story-relevant replay loop which isn't tied to time loops somehow!

speaking of fantasy elements, i also think the complete absence of them (aside from the central disease) in this story is what makes it so effective as well. coughing up flowers aside, the rest of this game is just a heavily realistic yet poignant story exploring the topic of abusive relationships (not even necessarily romantic, a rarity in these kinds of games in my opinion), how they form, and the fallout resulting from them. i don't want to give too much about myself away, but certain parts of this game hit like a truck and also felt like staring into a mirror.

for me, at the very least.

i also want to compliment the usage of the hanahaki disease trope in this story as well, by the way! i last heard the term used like... what, maybe well over a decade ago? it was what drove me to give the game a try, considering the fact i tend to be wary of games which use the term "yandere" as part of its marketing due to. uh. Genre Expectations, i guess???

like, as someone on the aromantic spectrum who also used to be chronically online back during the early 2010s, there are A Lot of thoughts i have about both the hanahaki disease and yandere tropes. i like the general idea behind both, but the way they tend to be depicted leaves me with a sour taste in my throat. don't get me wrong! i fully understand there's a market for that sort of stuff, but it's just not for me, haha.

funnily enough, i also had an idea for a story somewhat similar to this one a few weeks ago? that's not relevant right now, though! my point is, this story was a perfect deconstruction of the "yandere" archetype. both how people fall into such a mindset in the first place, and how they continue the cycle of abuse and hurt the people around them without meaning to.

i also appreciate the ability to not forgive the sweetheart twin in the true ending epilogue (ultimately bittersweet, but also the most realistic best outcome for everyone involved). a phrase i've always held dear to my heart is "i can always hope you heal and get better; i can also hope you do it far, far away from me."

anyway! i'm sure i've long overstayed my welcome, but i wanted to dedicate this last paragraph to liyah pon for lending her voice to yua; regardless of whichever role yua played in the story, her performance genuinely struck a chord deep within me. i'll probably revisit this game more than a few times in the future for inspiration.

thank you!!!

Yes... YES!!! MWAHAHAHA!!!!!!!!!!

...sorry, wait. where was i, again?

ah, yes. i adored this game! i might be more than a little biased here, but i'm ALWAYS a huge fan of cartoonishly evil supervillains who love monologuing and far-too-complicated traps way too much for their own good!

and also supervillains who carry a torch for their arch-nemesis... to set them on fire, of course! did you think i was implying something else? of course not—that'd just be plain weird, haha!

anyway, i enjoyed the game's visual and auditory style as well. you can count on me to appreciate a nice artstyle with bright colors and bold lines no matter the time of day, and i liked the sound design reminiscent of classic saturday morning cartoons too! i also find "insult simulator"-esque games to be pretty hit-or-miss depending on the writing, but i think you guys nailed it for this one!

i do have two minor complaints though, which is the fact the game seems to soft-lock on a repeat playthrough after the first choice unless you close and re-open the game window, and the fact i'm pretty sure there's some dialogue being skipped over before the villain slams his hand on the button? i played the window version by the way, if it helps!

regardless, pathetic little villain men who have snarky banner with their enemies, approach evil as though it's a checklist, and TOTALLY do not have a thing for their arch-nemeses... if you guys ever released a sequel featuring the cast (gotta count the sharks too!) from this game somehow, then you better bet i'll be there to play it too as soon as i learn about it!


("and he hates to be alone," hehehe...)

hi! thank you so much for taking the time out of your day to leave a comment!!!

aaaaa, thank you so much for taking the time out of your day to write all this out and analyze valerius and agape's characters!!! i'd print this comment out and tape it to my wall if i could!

hehe, yes! the contrast between their phones was intentional. i'm still really glad the idea to characterize the two via what their personal smartphones look like came to me in the first place, even after all this time. oh, and agape did mean for valerius to see their messages from the start, just not THAT one in particular. imagine your friend going on and on about something with a glaringly obvious solution so you type out a snarky response you intend on keeping to yourself and deleting later, only for your fingers to slip and press the send button.

yup, that's about it! the best thing a supervillain of valerius's caliber could ever ask for is an entertained audience enthralled by his performance, and what is agape if not entertained and enthralled? not only that, but despite first impressions, agape is more than capable of offering genuinely good advice val has never even thought of himself! i do wonder where lorelei disappeared off to, though...?

pffft i never thought of it that way, but that's HILARIOUS actually. valerius is waxing poetic desperately trying to frame his feelings for the agent as standard hero-villain enmity protocol, but then—what's this? it's agape with a steel chair! GOD that part about agape gnawing on valerius's armchair while he himself frets over his nigh-identical wardrobe is such a "them" thing for the two to do that i can vividly visualize it in my head thank you so much for the mental image

truth be told, i've been brainstorming how i should continue this story again lately, and you've given me lots of motivation to keep working on it. thanks for the comment again! wherever these two end up at, i hope you'll be there to greet them at their destination as well. have a nice day!

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of course! what else could you possibly do in their situation if NOT wingperson for your own boss?

you're welcome! oh, and i'm happy you think my artstyle looks cool as well, haha!

aaa!!! thank you so much for this comment!!!!! i'd print it out and tape it to my wall if i could!!!!!!!!

super glad you loved the premise, because it was deeply self-indulgent and based on a bunch of tropes i liked as well! and while we're on the topic of me, i've probably mentioned this somewhere else already but the henchperson's typing style was based on my own as well! or, well. it's based on my typing style whenever i'm talking to my friends, but exaggerated? yeah i think that makes sense

anyway, i get exactly what you mean by that overwhelming rush of dopamine, and i'm so happy i was able to make someone else feel the same way with something i made as well!!! it's really lovely to hear you were invested in the story enough to feel as though you were transported into valerius and his henchperson's conversation, too!

thank you so much for taking the time out of your day to tell me your thoughts! have a great day as well!

my beautiful clown wife who is named Cringe


anyway, this was a nice short little game about A Clown! i really liked the cartoony artstyle and angular Shapes, the no-antialiasing lineart, the general UI design, and the saturated color usage! i'm also a huge fan of the ATL usage as well, but the game seems to behave strangely when you skip forward because of them? plus, cringe's sprites visibly disconnects from the bottom of the screen during the airship segment because there's nothing in the front layer to hide it.

but all-in-all, i enjoyed the aesthetics of this game a lot! this may be just a silly little thing, but it's a silly little thing that fully embraces the fact it is Silly and i think that's great for it!

thank you so much for your kind words!!! your playthrough of the game was super entertaining and your thoughts at the end of the clip were really sweet!

thanks for your support as well! if i ever continue the story of valerius and his henchperson, hopefully i'll see you there too!

hi! thanks so much for joining them in their silly little conversation, hehe!

i, for one, support women's wrongs and also elise's girlboss endeavours 100-percent! ...what do you mean that's just because of the helmet?

anyway, i really liked this game! it's short, simple, and super silly which is ALWAYS a plus in my book. elise's expressions were also great, too! 10/10 would let her uwu at me again while i'm strapped to an operating table

concerning the voice-acted builds however, elise's voicelines seemed to have been corrupted for me? at least until i tried adjusting the voice volume setting, after which it was fine. not sure if that was just an issue on my end, but i figured i'd note it.

either way, congrats on releasing your first game! i'll be sure to swing by again if you ever release anything else :]

hello! thank you for your praise. i'm happy to hear you liked my work!

(unfortunately, i must admit to living under a rock when it comes to music... i really enjoyed the song, though! both the MV and the music itself are to my taste, hahaha.)

thank you! perhaps you'll get the chance to some day, haha.

if you'd like, you can find more music by the same composer here!

ヾ(@^∇^@)ノ

hi ant ✌️ the silliest ever!!!

hi!!! i'm super honored to see you've made a video of your playthrough of the game!!!!!

you're the first person to point out the phones, actually! because of the jam restrictions, i could only include a handful of sprites for valerius and none for the henchperson. so, i got the bright idea to try and convey their personalities more through their belongings instead! seems like my plan worked as planned, hahaha!

happy to know you enjoyed valerius' interactions with his henchperson! i haven't thought about what else i want to make with these two yet, but i'll be sure to consider it if an idea ever comes to me.

hello, thank you for telling me your thoughts! it's wonderful to know you liked the user interface and the vibrant colors, haha! i designed it according to my tastes, so i was a little worried that it might've been Too Much at first.

i'm flattered you liked the game enough to consider replaying it over and over again, too (and thank god for the henchperson, right?)! if wasn't for the restrictions of the jam and the length of the game script as it stands now, i probably would've included a handful of choices.

either way though, you're welcome for the game! i had a lot of fun making it. thanks for leaving a comment once again!

this is SUPER silly and i love it! i enjoyed the characterization a lot, especially that of the pizza guy's. hopefully he won't mind me coming in to order None Pizza With Left Beef

that man's as straight as a spaghetti noodle and babey i'm putting him in a pot of boiling water

hello, thanks for playing!!! i'm really glad to hear you enjoyed it!

no yeah thats really weird. i wonder why that is.

okay, thank you once again!

ah! actually, i had another question i wanted to ask. with the way i have dialogue set up in my project now, the entirety of one character's dialogue is skipped over by the text-to-speech system while the other's is almost completely unintelligible due to the way their dialogue is written. am i allowed to include a modified copy of the script in my project that the text-to-speech system can read from but is not shown at all to the player without it counting towards my word count?

okay! thank you so much for letting me know.

hello! i would like to apologize for sending in a query so close to the beginning of the jam. however, i was thinking about framing my project as two characters talking to each other via phone, with one party video-calling the other while the other texts.

my first question is this: i intend on letting the video-caller be the one with the sprite, but would it be possible for me to give the person texting icons that convey emotion but nothing about their appearance, or would that be considered "too detailed"?

and if this is disallowed, am i allowed to give the person texting an icon that does not change between messages, or should i forgo it entirely?

and as for my second question: my current idea on how to visually frame my project involves the two character's phones being displayed at once, with everything on-screen flattened into a single image except the character sprite and the dialogue + text messages. is this allowed?


again, i would like to apologize for sending in my query so late, and also if my questions don't make much sense as well! i wasn't quite sure how i should phrase them.

i love american wrestling