Very good presentation of what you wrote. It was already good on its own, but this gives it a very specific tone that mightn't've been there before depending on how it was read. Feels like it helps your intentions come through even more. Nice sound design. I liked the steps in the background as it was all about those halls by the end of it. Nicely done, thanks for this. :)
oahda
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Ahh, I waited a while to play because I felt I had to set aside time, not realising it was fairly short π
Quite touching, both sad and sweet! Neat set of limitations for a jam used well, clever to have one half just have no illustration at all to get more out of it.
Nice song in the background and of course very nice writing. I was really feeling the tension and terrible realisation in the first part and the warmth and fragrances of that little shop! π Wishing all the best for Gil!!
Geez, I clearly don't check in on itch often enough! Had missed this entirely.
It's so cute! I like how there are so many unconventional ones. I think the manta dragons might be my favourites π And all the stuff you came up with for each, how they fit into their ecosystems and so on, I love that sort of thing! Was nice to see sketched versions of the ones at the end too. And I very much relate to the "loudly vocalising" one, we have one of those at home π
Sorry about the medical stuff, my best to you, hope this helps π
This is so cute π
I'm not sure I got to read every story. Hard to keep track of every combo I picked previously, and it felt a bit wrong to go through this with a completionist mindset haha. Went with the flow and I do think I managed to get a new prompt almost every time.
Super cosy to read all these stories! I should've probably made a coffee for myself to set the mood as I played but oh well. Game itself does a great job at it. Super intuitive how to play with the white interactables and I like the fitting coffee/chocolate palette of everything else βοΈ
Thanks for sharing this!
Played it and read the devlog! I liked it for what it was on its own but I really liked how the additional reading gave me your perspective on things. My own interpretation before that was quite different. I recognised that your intentions were probably more different and more personal than anything I'd be able to guess, but I also thought my own ideas made the game have a different meaning to me, so it was neat to see in the PDF that this was something you'd hoped for!
My thoughts kind of went immediately to anxiety or something like that so it was interesting to read how much more specific it was and it added a whole new context to everything. You conveyed those concepts in a nice, creative way. I liked how you had to poke around to figure things out which fits those themes as well. Took me a while at the beginning to get anywhere. I liked how much weight there was to the actions, with sound, graphics, and mechanics all contributing, all being really good. I did notice the dynamic music but not exactly how it related to events in the game as you outlined. Really good stuff π
I got all three endings but after about an hour of trying things I still haven't found the secrets unless it's something like having to grab a screenshot of the train station monitors at a very specific frame. I did actually take screenshots to be able to read the text in the eyes at the start ποΈ
Speaking of the train station, it was fun to read about it in the PDF, I did indeed assume/assign meaning to that as well, thinking that for you it was probably either some personal place or an extension of the message (that I failed to guess), and that for me it could be all sorts of stuff, and that in general it kind of fit the breaking out into the light theme, a terminal to get away.
As for the irony of the final message given what happened at the end of development, hopefully it still applies at a higher level, to life as a whole. It certainly suits your achievement with this game! Always lovely to see something personal like this and I'm happy for you to have been able to finish it! π π π
Omg, incorporating the arrows into the icons is so obvious I can't believe I didn't think of it at all π Thank you!
Godot on web has been a little tricky. For LD51 I just couldn't do it, then for LD52 I figured it out as I went along and had to spend a bunch of time on it, and now finally for LD53 I basically knew what I needed to do (and not do) and it went smoothly. I wrote down what I found out last time in a reply to this post which also has some other info.
Someone got a macOS build to work for me on the M2 for another game yesterday, so I hope they'll get back to me on how they did it, and I can pass it on to you.
Thank you!! I was really unsure about this one because there was pretty much no time to test it properly, implementing stuff up until the last minute, making concessions and having to explain it outside the game, so I'm glad it wasn't a disaster π₯²
I'm glad the sound stuff didn't go unnoticed. Had a lot of fun with that, especially the chanting.
Maybe assigning a vertical row of keys would've been better. I struggled a bit too. And it's definitely hard to make real decisions so quickly!
Quoting myself from the LD page: my biggest regret is that I didnβt make it clearer how much a given individual favours you, which makes the kiss move a bit of a gamble. Another thought bubble that clearly stated P1 or P2 wouldβve worked. Currently it's only shown—not so clearly—by the contrast of their silhouette (added this to the instructions now).
Really glad you liked it! As usual I probably won't work more on anything else at least before I can finally get Ao out the door, but this is definitely one that would be fun to try and polish at some point~
I did try again to build on Monterey M2 but I can't even get it running on itself… :c Reading online it seems like it's something Godot devs have thought of and it's supposed to do "ad-hoc signing" but I just wasn't able to figure it out. Altho reading this I'm not sure it would help on a different computer anyway. And with Rosetta, for me, the Intel build will open only to crash immediately, which I'm guessing is the same for you? Very annoying .-.
We played it! π€© Took us a little while because we were sort of expecting it to be complicated so decided to save it for new year's, and it turned out not to be so scary π The short playtime for each game is actually really neat.
Monsters are super cute of course (even when they don't have the "cute" personality~) and the physical cards are really cool. So many pretty designs! It's nice to have the rules and example setup on cards too.
Once we figured out how to play, the game itself was fun too! The scoring cards are great for replay value. I think we both appreciated that in practice the maths never got too intense amidst all the other variables, similar to some regular card games.
It was also neat that there were just enough cards for one game. Took us a moment to parse out from the rules tho ("skip drawing if you just committed your third monster" sounded more like some exception than something that's meant to end the game every time) so we'd've really benefitted from a straight "every game lasts three rounds and ends with scoring" I think.
I don't think we every figured out "who can wear the most hats on their head" so we just alternated taking turns, still feel really thick about that one. Maybe it was a straight up joke but since the game is about accessories I'm still not 100% sure lol
Also really liked that every card type was distinguishable when lying face-down. Whole deck just feels so neat!! π
I did notice neither of us every found a reason to attach accessories by personality but maybe there are relevant scoring cards that we've managed not to get so far?
We might have to play more to figure that last one out, but we're happy to do so either way as again it was very enjoyable to play. Really well done πππ
Thanks for playing! Sorry for taking so long to reply πΆ Appreciate the appreciation π Glad the game worked, wish I'd had time to add more levels to have it make a bit more sense.
I've seen people mention that xattr thing since last LD, forgot about that. I wonder if it helps if I do it before packaging the file, or if it needs to be done locally every time anyway. I actually have an M2 (with Monterey) from work as of recently in addition to the Intel one I made and exported the game on, so I could test it out. Thanks for telling me!
Cursor lock can be toggled with space—maybe you accidentally hit it? π