TYSMMMMMM for playing the game and commenting, completionist queen!! As I have been informed, it was very much inspired by Cabin in the Woods and old slasher films from the 2000s + any and all things 'girly advertising', so we're glad those vibes came through >:D
Mr.Ryker... the only man who understands Radiohead's Creep like a teen girl would.
LemonInk
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oh! iirc that section is a part where you get looped back until you give the 'right' answer as part of the tutorial on keywords. have you tried typing the bolded and underlined phrase they give you in the section it loops you on?
Maybe I'll add a note somewhere on the page that'll help in case anyone has trouble with it!
Ah thank you! I've managed to clean up all those first death scenes since I was sweating to get our scripts in before submission and am currently taking a couple days to get the full, polished experience in for people to play, so if you ever come back for a second run, you can hopefully see it's true form >:DD
OMG THANK YOUUUUU!! I cleaned up most of the bugs but I'm taking a couple extra days to get everything in for the fullest experience (the whole diary mechanic side-eying me rn) so I'm really glad you'll get to play the story in the ooky spooky way it was intended...
Maybe the real spooktober horror was the script fails we experienced along the way
Woah, I'm honored! Honestly I went back to do a re-deepdive into its history when I was working on the game and there's so many variations that basically culminate in swan+princess=yikes. I even took a little smidgen from little mermaid's blueprints to add to the stakes >:)).
And thank you!! Toxic pretty boys compose my body while tormented morally questionable ladies are my blood.
Woah... I've never seen a game use those ominous UI speech bubbles in the gui folder, but now I kinda want more to do just that...
Every story with Leo made me that much more anxious for his possible recovery because I really did grow to be endeared to him! Like PLEASE PLEASE PLEASE GET UP to a character I'd yet to truly talk to... That aside, the sound effects and music were great! Is it weird to fangirl over a clock sound effect? :P
Now tell my why you managed to combine all the things I love (loops, the tale of Orpheus and Eurydice, interactive fiction, bittered female protag, TRAGEDY) all into one coherent work. Everything I could have ever wanted from a story of this matter as it allows me to have my angst and chew on my true endings too.
I must appaud the nightmarish toxic raid group environment you managed to capture in this... I think my old ancient age comes out when it was a bit hard for me to differentiate a change in speaker in the game chat and also understand some of the lingo meant (sigh... skill issue LOL) and there's also a bit of an issue where if you go to check another window while a choice is opened in one, when you go back the options disappear and you get softlocked. Gotta say though that hard commit UI for the desktop was SO. GOOD. B))
Such a beautiful game, and short though it may be, every part of it adds to giving us a bittersweet, painfully vivid screenshot into Tara and Kaja's relationship. I will be anxiously awaiting any additions to the Passerine Hills series because [lung-rattling exhale] boy do I need more of this... _(:1」∠)_
Thank you for letting me know, I've got a textbox spillage and sprite update brewing for post jam! Honestly I made that last scene--endings included--30 minutes before submission time (I am a planner of epic proportions, obviously) so I had to offer Friedrich and the rest of the sprites to the pyre in order to submit it before the deadline LMAO. Heheheh, it was only a matter of time until my love of MLP's version of changelings bled its way into my writing, and I can only hope to expand this game to go even harder on its themes post-jam!
Omg after having played your own entry, it's such an honor getting praise on atmosphere and writing from you!! ...It seems that this game's humble beginnings in my admiration of Odile from Barbie Swan Lake have had unintended, but extremely gratifying outcomes in people having a little looksie at the original story!
I've been pacing for days trying to figure out how to word my own post-mortem so I guess this place is the best opportunity to narrow those rambles for a dev log LMAO.
As always, I can not wrap my mind around any semblance of the good without first acknowledging the bad, and so we'll start with the big ol' "I NEED TO CLARIFY EVERY PIECE OF INFORMATION" sticker that I so love.
Motivations
So, this was my first real solo dev project! I've dabbled with interactive fiction and have had my hand in contributing to and leading other projects, but this was the first one published that I can say was solely me and that I got to have a hand in creating at least some part of every aspect. Going into velox with at least a good familiarity with pacing operations, I was already well aware that I was going to go in biting more than I can chew. That sounds crazy and full of self-sabotage+copium but HEAR ME OUT!
I think one of the biggest hurdles for me in doing anything new is that there's millions of possibilities and what-ifs running through my head at all times. I'll be in bed, lying awake at night doing mental exercises on "how would I code this", "how would I implement this", "how can I put a twist on this", etc. All of these of course build an intimidating mental monster that makes it feel impossible to do anything that is not pushing me to my limits tm, combine that with my late lack of passion and you get one lethal serving of mind for any creative. So of course, going into this, I started with a plan that was far grander than anything I could accomplish in the time of the jam (having other work occupy me most days also was not a point in my favor), because all that mattered at the moment was just "I need to want to create this" without doubts of "I'm not doing enough" seeping in.
I went in with art block and writer's block, and while I can't say I don't still suffer from them, there's also that little shining light of "I can do this because I just did it." Take your victories as they come!
Elephants in the Room
Okay so let's address what anyone who'd play the game in its current state would realize: It's a little messy. Pretty messy.
UI has taken a step in a direction but it could always be improved, the singular track of music I managed to slip in will condition you into madness by the end of scene 1, there's oodles and boodles of grammar+spelling+punctuation errors, plot was thrown into hyperdrive midway through scene 3 to fit emotional beats in (which beat a little less when they get rushed so LMAO), the final scene and endings really show off that "oh she did this 15 minutes before submission time" status, overly large chunks of writing bleed out into the UI, I seem to find difficulty in keeping names straight much to the regret of the swan name mixups and the "odile" sprites that this build continues to vainly search for (seems like even I'm guilty for blending those two Od- sisters together), the code could get a little tlc in terms of minor errors/lack of variable implementation, a missing proper title logo, and there are sprites and CGs whose presence would greatly add to this feeling more like a full experience (catch that excuse I subbed in since I only had the sketch of Odette's swan sprite LOL). Besides that, there were other things I worked on that just didn't have time to be fully implemented in a way that would make sense (cough minigame segments cough I'll come back for you).
I can't say I LOVE the art, since it's not my actual style (I fully went in thinking I was just going to make little dot-eyed guys) and I'm more of a fan of dynamic shots but there are parts that pulled me out of my tortured artist slump, even if just for a moment. Wait, no, positive things belong in the next section.
Anyways. With all that to say, do I think this game is a quality and polished experience that I'd stand by to represent what I'm capable of? Hell no. It's flawed as hell and runs like a car you left out all summer to melt. But it's my shabby car and I intend to stick by it, both at its lowest and its highest.
Inspo and Self-Glazing
I think by now we get the "I made something!!! Woohoo!!! I broke that barrier!!!" positive mindset manifesting so I'll graciously skip past it.
Can I just say I love tortured lady freaks? My main idea going into this jam and theme was to try and be unique (tm) with how I interpreted the theme. I'm sorry to say but those of us raised on Broadway and especially Wicked are damned to a continuous cycle of "okay, but consider this-" whenever looking at villains. The black swan had popped up once or twice in my head due to my history with the BCU (more on that in a second) and the occassional dabbles of media making her the sad little Eponine/Not that Girl/losing dog, however that didn't spring it to the forefront of my mind for this.
No, it was the idea of parasites, especially brood parasitism, that got my brain gears turning. "You shouldn't be here." You're an infiltrator, something causing damage to an environment not made for you; look at the camoflauged egg of a cuckoo bird in a warbler's nest, how it pushes other eggs and chicks to their deaths to monopolize food and attention, and you can start to see the linings of our "black swan". That combined with my initial planned endings of if you succeed builds the first half/route created by the prompt. Secondly, I wanted to do a zoom-in on the character in question herself, Odile. Physically to others, she shouldn't be there, but I also wanted to have her internally rocked by this.
Her situation, her existence and dependence and need to get her hands dirty--to her none of it is fair. Why should she be born into a hunger that she believes can only be quelled by taking from others (Also I must say, heavily inspired by MLP Changelings, shoutout to my eternal pony muses)? It's both a semi-valid and childish view depending on how hard you commit to it. Because being born into such a situation without proper understanding, and feeling demonized by doing what it takes to survive definitely isn't fair. But also Odile is able to take this to extremes, in a way giving into that starving mentality of "it isn't fair that everything that should be mine isn't mine" and "I am better than all of this and can never be blamed for any of my actions." She's presented by potential outs but she's so blinded by envy and spite that she can't even see them. Womp womp.
So depending on your choices, the text explores these routes, helping to form Odile into a more genuinely tragic character but also a very toxic and flawed person. I may be in her corner but Odile definitely does not get a pardon for everything she does and thinks, even if you can trace the origins of those thoughts. And although I want to go in and flesh+pace this out more, I'm pretty proud of some of the choices I made to get this across. Dramatic bitterness is oxygen to my lungs.
Aside from writing, I did have a fun time going back to mostly lineless art and making myself hard commit to using a singular brush to make everything. While the style isn't something I'd fully recognize as mine, I'd say I enjoy the clothing designs and the homages I paid to different production costumes considering clothing and I are like oil and water. A final little fun tidbit is that all the swans in the court are named after Barbie Movie protags! One must never forget their roots...
It takes a village to raise a game jam
This has got to be one of the most cross-dev involved game jams I've been in considering the voting system and the plentiful comments! While it is spooky for someone with the social chihuahua shakes like me whose instinct is to lie belly up and clarify every little thing, it's also been so welcoming and fun!
I've played games with topics and in formats I haven't really focused on before, and just seeing the unapologetic diversity in every aspect of all these devs and their creations is so motivating. Really helps with that "they're going to throw tomatoes at me for daring to breathe" fear that usually keeps me from commenting or posting. Not to mention, I feel like I've gained so many coding models that make renpy that much less intimidating. An entry could have a character sprite performing a little move transform and I'd be excitedly taking notes down in awe and admiration. Others' comments have also gotten me all puffed up and helped lessen that post-jam "I need to be sent to the shame room with a paper bag as a mask for making this" mental block, and I can say that I've definitely recovered a part of that passion that's been hibernating for the longest time.
Really, all I've been able to think about is "I can't wait for the next vf jam" and if luck is ever on my side, this won't be the last I see of the creators from this one. :3
Ahhhh ty so much! Second sweep with variables connected to those choices are going to go crazy post-jam! >:D
And yeah, I realized I got tripped up by the O names when I was spamming sprites right before submissions closed LMAO. Luckily I have a fixed version with no run off textbox text, smoother scene transitions, properly capitalized {i}'s, and correctly called sprites prepped and primed for after the voting period heheheh >:)
Yet another hit! I was absolutely eating up the pervasive grief and numbing loneliness that the MC went through, and their interactions with Nox really made me buy their budding relationship! I'm not sure if anyone else has pointed this out, but I noticed that the script would have errors whenever a "blushsm" sprite was called. The minigames had me FREAKED but they've really gotten my brain juices reflowing on how to frame and use these in renpy! Also have to admit, the lowest point ending I got was my favorite one... T3T
The ui is super cute, though I did notice that the textbox settings for history might need to be adjusted so lines don't continue off screen! The ending CG is just *MUAH* gorgeous and Farah is wild for that naming move LMAO, will definitely make sure to nickname the next attractive entity I find as "Leon S. Kennedy." *3*
Super interesting think piece! The choices offered really added to the cinematic stylings of the narration, and the different nature of the characters made each interaction have some sort of thoughtful takeaway every time. The variables affecting little pieces of flavor text is always a touch I enjoy in these games, not to mention I'm a sucker for that choice button patterning! ("7")
Such impactful writing and characters! I gotta say my favorite aspect of the game is the dad, including the choices, writing, and art pertaining to him, it's just so organic and meaningful no matter what you choose. The animated expressions and jumps really seal the deal and add another dimension of life to the characters! / U \
This was such an immersive game! The atmosphere set with the visuals, ui, and sound just pull everything together in such a lovely manner. While I do agree some segments are a bit jarring in terms of endings/what was translated over, overall I actually really liked the writing and am super impressed with the translations in the prose and dialogue. Gabriel truly is the best, lollll. >:33