Thank you for the kind words. You can switch to full screen on those web builds by pressing ALT + Enter - perhaps that would have helped your mouse problem. Just an idea to keep in mind should you encounter the problem again.
z10
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The art and atmosphere are great. It feels a bit stuttery in motion. Travis Baldree did a nice job with the voices, reminded me of the Ripple System audio books narrated by him.
I must admit I was not fully satisfied with the puzzles (awfully convenient what the sand cats bury and mostly fetching stuff without a fast-travel mechanic and simple combinations), but I get that this was not the focus of the game.
Overall it's a nice jam game with the graphics and atmosphere taking the spotlight.
Bummer. The pencil ends up on the table once you solve the substitution. If you skip it and enter the password by a walkthrough solution (or figuring out the substitution table manually for the letters you need), then Scotty will never put it down on the table again. We did not build in a contingency for this (yet).
Don't worry. Personally I don't mind harsh criticism because learning from mistakes is important. Developers can't be swayed by every single negative impression of play testers or players, but need to adjust their vision of the game (or future games) with the feedback gained from players. Some points may be there on purpose - like having a few puzzles that are not solved at a glance - while others are not like bad telegraphing of what the player is supposed to do, pixel hunting or unbelievable reactions of characters.
Jam games are inherently more flawed than "complete" releases, so I understand why people don't like to criticize too much and that's okay, too.
I'm always impressed by how much content you manage to put into a game on such a short time frame. It works well and the dialogues are natural sounding except a few English translation inadequacies. Some jokes are a bit too much "in your face" for me, like the General, but you had a nice balance of humor, plot and characterization.
Difficulty was high for me because I always forgot to talk to a character again or look at an item again that was basically the road block to something else happening and the story progressing. Not my best day.
Well done!
Apart from the repetitive chores I liked this one a lot. It's a theme that will stay relevant. You did well to show the hardships as well as short but important highlights in tough times. The character art was cute. A great entry.
PS: I guess I could have slacked off my farming at the end, but the Min-Maxing instinct took its toll :D.
That's was a cool way to present a crime scene and let the player explore details about it. Reminds me a bit of the deduction board games that are out there. The game kept me thinking about the case and how it went down, worked really well. I was stumped at 1-2 of the riddles, not really sure what it references - gladly there were tipps. Well done.
I suppose Forevermore and bird is a nudge at Poe's Raven, which I don't know well but when I looked up I realized I actually do know the text somewhat from the song The Raven from Omnia. Tmyk.
The atmosphere of the game is very nice and the druidic story surely has potential. Sadly the jam release version had a game breaking walking bug so I did not manage to get very far. People with motion sickness would probably appreciate a teleport mode. Too bad you could not get to a further state of the game because of migraine, I would have loved to explore more of your world.
The game mechanics work well and you did things with Renpy I didn't know it was capable of. That's great for a 2 week jam entry. The difficulty of most puzzles was trivial and then came the maze, which as Esmeralda wrote was mostly solved without a map but for the final steps I guess we took a wrong turn and did not find the doors. Perhaps would have been cooler if the maze was more intervowen with other puzzles aside from the levers, because that section ended up stretching it's alotted time a bit. But overall a neat entry to this Jam!
it looks like a bug, will report it to find out if there is a workaround on either engine or itch's side (not many posts about it, yet, but here's one: https://itch.io/t/1158456/html5-local-storage-seems-to-be-shared-between-multiple-games )
For example when I play Oh My God and look at the local storage, it'll show save data fields from Vampire Survivors, so there's even possibilities of save-pollution between different developers. So if you play another Visionaire game on here, you will likely also see our saves there and vice versa. Easiest solution probably would be if the engine developer made the key specific to the game, similiarly to how android apps are named to be unique. The key now is named "savedata" but it could be something like "developer.game_name.savedata" or if you're going with the android convention "developer_url.game.save". Sadly it's out of our hands and we can only make suggestions. (z10)