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LelyLow

19
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1
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A member registered May 09, 2020 · View creator page →

Recent community posts

So cute! I will wait for future updates

I didn't read the warnings before playing and paid a huge price for it. It was a real shock. Thank you for the Russian translation, it is quite high quality

I didn't find any other projects of lydia . She is currently working on a remake of Midnight Train. You can check her Twitter if you're interested.

This game made a strong impression on me and even made me cry at the end. The story feels complete and well remembered. I look forward to future games from this developer.

In the beginning there were one or two riddles that I could not solve with logic and used the guides, but otherwise everything is quite logical and solvable.

It’s worth mentioning that I don’t focus too much on voice acting, I prefer text communication, it’s also easier to implement. If the problem was only in it, then this is no problem, everything is in order, but the same thing happens with text communication in games, and this is really strange for me. The hero going through a huge adventure that he doesn't react to like he doesn't care is what really bothers me lately

Imagining what the protagonist would say isn't bad, but often I'm really curious to know who I'm actually playing as, especially if earlier the story says that the protagonist has a personality, character, desires, or any other attributes of a personality. There is a feeling that the game forcibly suppresses the personality of the protagonist . Often, the phrase about a silent but comfortable protagonist hides the fear of not living up to the expectations of a large number of players. Previously, a similar trick was used due to lack of budget, for uselessness in the genre, or vice versa, in order to create a duality and mystery of the protagonist, as in Little Nightmares. It's a good tool, but now it often seems out of place or misused out of habit. It's a little disappointing how big companies use it to increase sales, not wanting to take risks, and indie developers picked up this trend, not really wanting to work on the character, leaving everything to the imagination of the players. Sometimes it even seems to me that the very concept of "protagonist" is slowly degrading into something faceless, created only for the player to take his place

Clearly, maybe I'm just as unreceptive, or I delve so deeply into the story that the silent hero becomes the "missing piece of the puzzle." This trail may not work for everyone

Ah, I really liked the gameplay video. Such a cute and relaxing art style. Since this style is very "drawn", what do you think about using things used for drawing by children in your weapons and mechanics? Pencils, eraser, different colors, etc. This game looks like something a child can draw by creating a whole world in his sketchbook and watching the adventures of a fictional character. When I was a child, I loved to animate inanimate things, and I also loved to draw, but I didn’t combine these 2 classes until I was 13, so I really like your concepts, filled with childish immediacy. Good luck with the development of this project, I will look here from time to time

I think the same. Depending on the genre, atmosphere, even the nature of the character itself allows you to create a silent hero and this will be appropriate and logical. Problems begin where the other characters literally ignore the main character or do not ask a logical question like "Why don't you answer?" and we just look at their dialogues among themselves or one-sided monologues

I often hear that the main characters are made laconic or completely devoid of speech or emotions in order to make it easier for the player to associate themselves with them. To be honest, the older I get, the more it irritates rather than helps. It's okay if it's a shooter where there's no time for dialogue or exploration, but that's not uncommon even in story-heavy games. Are silent, impersonal heroes really better, or do you prefer to play the role of someone more alive?