finally played the full version and wow!!
such a lovely little story, you guys did a great job building upon the jam version and this felt like a lovely, completely experience that made me feel so many different things
time to go tell my bf i love him <3
minkonn
Creator of
Recent community posts
THANK U SM FOR PLAYING MOCHIII I was unsure if the inherent jokey-ness of the topic would make it difficult to still convey my feelings so I'm so so so glad that you enjoyed and felt something from it !!!
genuinely thank u sm though for such a thoughtful and detailed comment, this is the kinda thing that reminds me why I make games in the first place ;-; <3
Thank you so so much for such a detailed and thoughtful review and critique of my game!
I definitely agree that the abstract nature of the story impedes understanding of the gameplay mechanics in some parts, and the perspective of the game setting itself up as a walking simulator is something that I hadn't really thought about, but definitely makes sense the more I think about it!
I also definitely understand the dislike of vague storytelling, I personally feel a similar way with certain pieces of vague storytelling if I'm honest.
In fact, I think the biggest issue with this game in the end was that the story ended up leaning way too far into abstract storytelling, which paired with the gameplay ended up making the game confusing, lack impact, and also made it really hard to connect with.
I DID originally go into the game wanting to experiment with more abstract imagery (even having the story be decently ambiguous at parts), but despite this I still originally had a much more defined and understandable story planned out that would (hopefully) come together into something cohesive in the end that most people could understand and relate to in the end, and a bunch of choices (especially the rule I decided on to try and make the game with only visual storytelling and no dialogue, which I ended up having to break at the end in order to try and save the story lol) meant that I struggled to tell the story I planned and therefore leaned on abstract storytelling as a crutch. The inevitability of the problems caused by both relying on visual storytelling as well as wanting to make a game focused around very abstract visuals is a lot more clear now that I think about it, and I really wish I had told the story more clearly (and with dialogue) from the beginning as I think it would've made the game way more engaging and the story I had in mind impact players a lot more ;-;
The gameplay mechanic itself (keeping yourself from fading away by checking reflections) definitely has a very strong importance to the narrative (it was actually the main idea which spawned the rest of the game!) and ties into a lot of the feelings I wanted to convey concerning losing connection with yourself and your identity alongside certain real life habits of mine from my past that I wanted to turn into a gameplay mechanic, but alongside making the story less abstract I probably should have made the gameplay MORE integral from the beginning in order to convey this feeling more effectively (via introducing it earlier to prevent confusion about the main gameplay loop of the game, as well as introducing it in a more understandable way).
Again, thank you so much for this comment, it really means the world!
I wish I had been able to tell the story I wanted to tell in a more powerful way and use the visual style I had designed to it's fullest potential with this game, but I definitely learnt a lot (especially thanks to comments and criticism from you and others) and I will keep trying my best to try new things and strive to improve with my future projects :)
Thank you so much for playing, and I'm so glad you enjoyed it, this comment really made my day ;-;-;
I also think you're a very skilled content creator and I really hope that you get more attention, your videos are such high quality and I had a blast watching your playthrough!!
Again, I'm so glad you liked it and thank you for putting the time into making a video about my humble lil indie game :D
Hi hymeji, thank you so much for recording that video, it really helped me diagnose the issue!! I've tried a bunch of fixes but in the end I've just uploaded a new patch that gets rid of the bubble animation for all the reflections and replaces it with just a sound effect as it seems like the 'play movie' function inside RPGmaker seems to not like playing small animations frequently like what was being done with the bubble animation in-game
I really appreciate you taking the time to help me with this, I want everyone to be able to play the game no matter what computer they have so I think removing the animation is worth it as long as everyone can enjoy the game without freezing
Hi hymeji, I'm so sorry the game has been giving you trouble!! I just edited all the lake events and updated the game with another patch that I think might fix the freezing issue, but this issue is a little difficult to troubleshoot since this bug seems to only happen on certain computers and I can't seem to replicate it on either of mine 😭😭
Yes, the last section is with a timer (the fading out mechanic) :)
If you're not wanting to start the game again trying the new version (which tbh I completely understand GHEHGE) from what I've heard other players have been able to get past the freezing by just trying again from the autosave a few times (since the freezing doesn't seem to happen consistently), so I would either recommend that or if you're still interested in knowing the story of the rest of the game checking out a playthrough (I linked one below that doesn't have commentary!)
Again, I'm so sorry about the freezing and thank you for bringing it to my attention!
'Home; a dying breeze, in the peripherals of my vision, to chase until the end of time.'
Our Long Walk Home is a surreal, horror RPG about a student caught in an infinitely repeating walk home as their world crumbles around them. A story about expectations, reflections, and a missing half.
Features:
Full of abstract, hand-animated cutscenes :]
1-bit, dithered pixel-art style (mostly?)
Atmospheric and ambient music!!
Average 45 minutes playthrough
Available for free for Windows and MacOS! (The Mac version only works on MacOS versions before 11.0)
Download for free on Windows or Mac here! https://minkonn.itch.io/our-long-walk-home
Thank you so much for letting me know!! Just checked and figured out the problem, it only happens if you go to the office before you go to the kitchen :)
I'll be fixing the bug soon, but I'm afraid if you're interested in going further you might have to start a new game and just go to the kitchen before you go to the office ;-; super sorry for the inconvenience!
AAAH I'm so glad you liked it!!!😭😭😭😭
Sloth is in the bedroom, which is the room at the top of the map :3 Another place you might have missed is the secret room below the office (I tried to make the floormat pulsate a little, but it's still not TOO obvious so I'm thinking of turning it into something like a trapdoor sprite?).
anyway, thank you so so much :) it really means the world and this comment made my day
◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤
An amateur occultist fails to summon the devil, and is now haunted by seven doppelgangers representing his sins! (Will he be able to exorcise them before Dad gets home?)
A strange but cute, spooky RPG experience lasting around 40-60 minutes. Done for #newbiesgamejam2 in around 2 weeks with the theme 'Death = Progress'. Scare the spirits out of hiding, then chase them down and exorcise them from this mortal realm! (Don't worry, it doesn't hurt. I think.)
Download for Windows, Mac or Linux here! https://minkonn.itch.io/nims-sin-removal-service
◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤Ξ◢▅◣Ξ◥▅◤
HI EVERYONE...\(º □ º l|l)/
I'm starting this Devlog kinda late into development, but I wanted to share my process, screenshots and WIPs on Itch since I haven't really used the forums much before!
This is my game for the #newbiesgamejam2, a lighthearted and cute Occult RPG!
So far, I've:
- Come up with the story idea
- Fleshed out the story and it's structure
- Created the basic structure for the story in the engine (without assets or detailed dialogue)
- Refined the structure and dialogue to a point where I'm ready to start making the assets
- And started making the pixel art!
Now that I pretty much have the whole game planned out (alongside most of the dialogue), I'm feeling pretty confident going ahead into making the art and music, and I think I'll at least have this game done before the deadline (hopefully I don't think there's gonna be that end-jam crunch for this project)
Below are some screenshots from the RPG at the moment, and please feel free to ask any questions or provide feedback (it's greatly appreciated!) :D
..・ヾ(。><)シ ...GOODBYE
SUMMARY:
An amateur occultist tries to summon the devil in order to try and sign a pact so that they can be an all-powerful summoner just like their Dad, but it accidentally fails and they end up with seven evil versions of themself based off the seven deadly sins causing havoc in their family mansion. They have to search around this hideout and kill these doppelgangers before their Dad comes home, all the while they deal with some strange side-effects from their failed ritual..?
I really love the narrative and aesthetic direction for this game! Super neat and unique idea, and the art and UI ties perfectly into it. This really feels like something that could really develop into a great commercial release!
I found the gameplay slightly confusing and I feel like the game could have done with a more hands-on tutorial or maybe withholding some gameplay aspects in the beginning to make it a bit more understandable. I also felt like the point-of view was a little disorienting, as I felt like I wanted to be shooting directly at the bugs rather than having it auto-aim as I walk around.
Overall, great work and a really solid entry! :D
Really impressive work! There's a lot put into this game given the jam period, and I really appreciated the depth to it. The art, gameplay and music meshed together really well, and this game felt like something that, after being built on more, would be a really viable commercial release!
I enjoyed Rabarbar and Alhazred's fights, but I found the Spear Saint fight really really difficult given the weapon range and attack cooldown and I wasn't able to finish it. I would also recommend maybe using a color palette next time, as I feel like it would give a consistent feeling to the graphics that would really tie them all together.
Overall, great work! :D
Such an adorable and charming game, brings me so much nostalgia for old pet-simulator games from my childhood :) the art and sound work well together and create a comforting vibe, and the gameplay idea is really unique and interesting!
I found the game slightly confusing at first as there was a lot of information provided immediately, and it took me a while to properly get it. I would definitely recommend stripping back some of the mechanics and elements in the beginning and then slowly easing the player into the experience later on. However, once I understood the mechanics, it was a really fun experience! Great job guys :D
Great, high quality and fun game!
I love the gameplay mechanic, it's super engaging and has you on the edge of your seat, and the art, music and UI all mesh together really well :)
The controls were a little awkward with mouse, but that makes sense as this feels like a more mobile-oriented experience. I think that having some enemies that required you to use certain spells, or adding some kind of timing aspect where if you cast a certain spell at a certain time you can deal a huge amount of damage to the enemy would be fun ways to expand upon this mechanic and add more incentive to try out different spells.
Great job!! :D
☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆
A short, cute and atmospheric Puzzle RPG about a fallen astronaut (and even more fallen stars) and their journey finding safety from the downpour!
My entry for GJL Parade Spring 2022, and my first RPGmaker game!! I learnt a lot making this, and I hope that if you end up playing you enjoy! :]]
Download on PC, Mac or Linux here! https://minkonn.itch.io/starpatch
☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆⌒★⌒☆
·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ .
A cute but heart-wrenching science-fiction visual novel about two researchers on a far off planet, who finally see the UFO they've been looking for in the night sky above.
Done in around 4 days for Weekly Game Jam 238, with a theme of UFO and a playtime of (around) 15 minutes. My first proper published game! I hope you enjoy ヾ(_ _。)
·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ . .·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ .
Play in browser or download here! https://minkonn.itch.io/stained-glass-sky