happy lunar new year! this game is super charming. the different colour palettes for the holidays are cute!
littlerat
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A charming and atmospheric story! I really like the style -- the main characters' hair designs are great. The bubble theme shines through strongly and the way the music develops really adds to the game.
I will say I'm not really getting the magic angle -- I was expecting something like direct, supernatural influencing of Anemoni's emotions, but freezing or popping a bubble just seems to influence what Nettle says, and since you are Nettle, you could figure out what to say without magic. In fact, as far as I saw, even though there are witch hats in the first few images, and you pop the bubbles with a wand, magic never once comes up in the text of the story.
There's also some minor bugs, such as a TEST bubble being present if you ask about school, and the music starting to layer on top of itself if you play multiple times in a row -- though that's entirely understandable for a jam game!
Great work!
Absolutely delightful.
I really enjoyed learning about the world of this game, and I was really impressed with how the narrative shifts depending on the choices you make about Cassadin's personality and attitude! I didn't expect so many callbacks throughout the story to choices I made near the beginning, and it made the story particularly immersive (it also made me replay extra times after I'd seen all the endings, just to hunt for more interesting tidbits).
I especially wanted to share my appreciation of the friendship routes -- I started with the one where
(SPOILERS) Cassadin and Heimos become pen pals, and I found it really sweet. The thought of this scared, sad young man being ostracized by his village, only to decide he wanted that he wanted to live back at his old home and make sure nobody had to suffer like he had... It was really lovely.
Also, Violo's incursion was very exciting. I'm glad I'll get to see more of him and Vivere in Sacrarium Pario! (/SPOILERS)
(spoilers)
i'm actually rather curious what the third ending you got was, i'd love to hear it.
the button is a bit of an experiment! i'm not sure if it's doing what i intended -- it's quite possible i'll end up adjusting it.
if you would like to know how many routes there are, i encourage you to consider PAST DREAMS.
really good comic!! thank you for sharing so many interesting details from your transition. there's a lot of personal stuff in here that i'd feel scared to share myself, but it's sharing that kind of stuff that helps people understand one another c:
it's always comforting to see folks talk about the parts of transition that can be Really Rough, too. like i absolutely hated wearing a binder, but it's not like i was gonna tell people about that because i didn't know if they'd be like "then just stop and give up". feels freeing to read things like "yeah not gonna miss that" haha
also wow!!!! all the garbage with the trans clinic pisses me off so much!!!! i'm not really surprised to hear it but wow!!!!! glad you found alternate paths even if you shouldn't have had to ugh
good game! i like the sheer range of these endings, you really get a sense of what these characters care about
(spoilers: ending discussion)
peyton's ending provides lots of good lore and lots of nice closure. a wonderful way to finish off my playthroughs. fanny's ending was delightful, and i'm pleased with how much characterization was fit into what might be considered a joke ending. but i think my favourite ending was hugh's. when fanny was like "hey maybe stop talking to him you will die" it was very exciting. i love when a game tells you someone is bad news and follows through on it! no "it's okay, he fell in love with you so everything will be alright actually" here. you're warned someone will kill you if you go after him, and then he kills you when you go after him. very nice.
i also like the dr. frank mentions... i wonder what he'd think of all this. seems a bit depressing for his tastes but on the other hand maybe he'd be happy to see his research being used successfully
thanks for reaching out! here are the features in this game that are meant to provide accessibility to blind gamers:
text-to-speech is toggled with the "v" key.
point-and-click sections which require the mouse can be replaced if the option for "text-based navigation" is chosen.
important visuals are described in text if the option for "image captions" is chosen.
these options are provided on the first launch of the game and can also be toggled in the menu.
if the text-based navigation is on, the game should be fully playable with keyboard or controller. i have done some testing of this myself, but as i am not blind, i may have missed something.
good luck with your collection!