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A member registered Nov 22, 2016 · View creator page →

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The fangames have peaked

Cute and sweet aside, I like how the game looks like good resolution even in full screen in browser

The game is generally great, but whoever was responsible for Clown Meat's voice sounds made half the experience for me, those are dopamine-induced

Would be greatly appreciated.
I would even like to get my hands on some of the UI sounds tbh, they have nice vibe :d

Loved the sound design!

Wish I could open the music files, they seem to be in some unreadable format.

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Absolutely adorable game with actually fun mechanics!

I know this is entirely not the point and gushed over helping a schoolgirl win over a crush myself, but I dare you people to beat my highscore :d
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Congratulations! More power to you!

Absolutely amazing. I remember discovering the first part to be a hidden gem, and the sequel delivered to the max. The writing is remarkable, the vibe is hysterically good.

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   Hello, Leef6010. Ever since I tried Project Kat, I knew you (two) have something special on your hands and kept you in mind as the next "big thing" in so dear to me RPG maker-esque genre. Playing Paper Lily Demo strongly reinforced that feeling. 

[MAJOR SPOILERS ahead]

Reception:
    I loved everything about it:
   Lacie is spectacular, from her charming, sharp lines to her portraits, which hit the perfectionism spot for me with how cutely they are done. In fact, all characters are done so well, each leaves a certain impact.
   I loved the running gag of pointing out how Lacie is good at things: dodging spikes, passing through solid steel bars, dodging knives. And a gag of cutting things' names short: camp(fire), (lamp)post, (fire)place and such. I loved how I thought it was a mistake that "Lacie" is saying the line "You hear something unlocking in the distance" only to realize I've been played a click later. I loved how while I thought "Do you have any runes?" foreshadows a future mechanic, somewhere in a different timeline I would've discovered that saying "No" while having them shows a unique threatening Rune sprite. And how Sai saying "They aren't just lying around" was my mentality and "They kind of are" was the truth. I loved how the reward for defeating Miss Knives without Sai in the party is the smug value in a few of Lacie's lines. I loved how terrified I was to realize by the end that I have actually encountered Kat on my journey, in whatever state she is. I loved laughing with my friend in a discord call about how from segment to segment we keep gaining and losing items without ever finding use for them, some transferring to next segments, some mysteriously disappearing on their own. I loved the way the characters' laugh is presented. I loved wondering why is the calendar stuck in March, what did the nighttime letter mean, who is Lilith, wondering just how much does the line "Sometimes, you get stuck with no way out" imply. I loved discovering small details upon replaying the game, such as Hiro suggesting to tie our hair, realizing the visual implication of Lacie, well, catching the bus, a freaking secret dungeon prisoner calling Red a little b*tch, etc. I loved the fact that you've got plasterbrain on board, her affiliation with RPG maker stuff is greatly appreciated. I loved how essentially the game has a morbid story and takes place in a horrifying setting, but has a comedic, upbeat, comforting mood, with layers of mystery to go with it. I loved the 15cm door frame. Among other things.


Suggestions:
   Not much from me here.
   -During minigames, my non-gaming laptop lagged just a bit, so I didn't realize controls aren't supposed to be wonky. Perhaps you can sneak in an advice to reduce Ingame Resolution to 1x (helped me a lot) into game over lines or something? The default one seems to be 2x and works well, mostly.
   -I must say, I failed you big time. On my own, I only found ~6/17 coins, 0/4 runes. So many of them were hidden behind parts of scenery, as it turns out! I tried to search around as meticulously as I could and thought that probably the demo won't have much hidden. Only thanks to youtube videos, I realized how wrong I was. I can't complain, the characters were dropping hints every now and then, though to be honest, with the amount of things hidden behind objects, I wish Red Tree wasn't the only push of my attention in that direction (I thought it was scripted for an item to appear behind the tree). But as someone who couldn't for the life of me figure out project Kat tutorial room alt solution, I'm probably not the difficulty scaling worth adjusting to, lol. Now when I think about it, the amount of things that had unique lines when inspected from behind should've encouraged me to discover stuff. My bad. I guess that's not really a suggestion, food for thought at best.

   Bug report:
    I wanted to provide an extensive bug report (not to complain but out of sheer love), but the amount of variables in the game is a bit too much to tackle, and I wanted to give at least something before steam release so maybe some of this will be of some use as is:

1) Typo?
I'm not a native speaker, and I'm sorry if I'm wrong, but I imagine you meant to write "chosen".


2) Locked camera.
When going from Bus Stop upwards. I didn't have this issue on first playthrough (v1.0.2), have no idea what causes it, tried out different actions before entering, no difference, the camera is just locked (unlocked when reentering), I can provide savefile. If you go further enough offscreen, the camera gets a few centimeters upwards, but remains locked.

3) Unintended primal encounter.
In 1.0.2 when I left the left door and went to the middle, I got run over by a primal at a Looney Tunes skit speed. Judging by how simply loading and not changing anything allowed me to pass through, I'm going to assume it was supposed to happen under different circumstances.


4) Others:
-Idk why, but on my first playthrough I've encountered an actually problematic glitch. Entering the correct phone number during the night didn't progress the game, it wasn't accepted. I tried reloading, didn't help. Either relaunching the game or taking a look at the phone during the day (never checked it before the night at first) fixed it, not sure.
-When I loaded and replayed the ending(1.0.4), the camera got moved to the right during Sai staying alone in the room segment for some reason.
-The Plant that wants to try Alcohol keeps requesting it after us getting the Lock pick. Patch notes mention that multiplying Jars was fixed, but I can still do that by watering this plant. Perhaps that's caused by having 2 versions installed? Unless that is a part of other alt solutions shenanigans I'm missing out on or some clever allegory on alcoholism, which I wouldn't put past you, that's a bug.

P.S:
   Lastly, I just wanted to say that I will be more than happy to support your project. The prospect of you not finishing it is gloomy, and due to political situation in my region, I might never actually get my hands on the merch, but despite all of that I still think investing into your kickstarter will be entirely worth it.

Is it possible to fullscreen it on Windows 10? 

Can't believe after years of being a fan of Kaima I only now discovered this, even though I listened to the theme before xd
Some levels in the midgame are quite challenging. Had fun.

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I have hard time imagining myself buying a comic book for my Dad ever, so I didn't project, just tried to pick a book for the character's dad, the character provided quite some insight that isn't all that general. Ended up picking "My cute neighbour" by method of elimination.

I loved it!

Pixel/horror is a pretty overcrowded genre, but I think the sheer quality you put into the thing and the variety in puzzle solution rather than just the ending is just enough spin for this gem to stand out!
I mean, even the small detail, of how the girls turn their heads towards someone entering, alone enhanced my experience!

I have troubles finding alternative solutions but I guess I'm just silly.

I'd like to use a quote "when the game's biggest problem is the lack of it - that's a good sign". And I believe this is the case with your game! You have everything figured out for keeping the player immersed. If you will pull off a fully fledged product with a full meter journey, worked out plot and enough variety in gameplay based on puzzle solutions, I can't possibly see this not getting huge recognition.

Good luck! Rooting for the project!

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 [SPOILERS AHEAD]

  Hello, Mr.Keinart. I'd like to thank you for creating this game. I'm in a spot in my life where I'm stuck in my room at night with no internet and only my phone to accompany me and I desperately needed a "visual novel kind of friend". Most visual novels I know of put emphasis on romance and generally are very gimmicky. So when I saw that you openly declare that there is no hentai/choice, that convinced me to give it a shot. "The author has a story to tell it would seem. I am exactly in a mood to listen to one". And oh boy was I in luck with that choice. It was everything I wanted from the experience and then some. It took time to get accustomed to your whole work tbh. The corky introduction of the game on this very page with the main character giving vibes of a jerk, the sophisticated, confusing and rather long intro to the story that I, might as well confess, eventually skipped at first to clarify if I'll even commit to the game.. I think it's safe to say that to an extent you are testing your reader, so that only the right reader would choose you. Take me for one, after skipping that intro, I find myself bamboozled again, getting pranked by everyone including protagonist himself. Not exactly a thing to make me confident about reading the whole thing. But something did stuck with me about the whole thing. Something about it worked. And I think that something is a direct extension of the talent you poured into the game.

   Now having completed it, I learned a lot of interesting insights from comment section here and on steam. I myself am a very simple, short sighted person, I never manage to "solve" a story on my own. Heck, I was just like "Please choose Claire!" for the entire second half of the game and then after marriage proposal I was like "Oh wow, that's a bit of an overkill, but damn I'll take it!". Now though.. I find it pleasant how you called Claire "special". Her way of channeling truth into the world in most unusual ways, completely and harmlessly piercing through all of Ciaran's complicated defences.. I guess she really is too good to be truth :d 

  I am generally pondering some of the details now, it will definitely take me second playthrough at some point to get more things sorted out. You seem to imply that the Baldy guy has a certain role too. Since OTL is altered in many ways by Ciaran's twisted good intent, it's tough to say what is real and what's not at times. His first encounter was an incoming punishment that luckily and unexpectedly was avoided. His later encounters all seem to overcomplicate a routine reality to Ciaran, and arguably all of them have something to do with Luce. Especially his school combat encounter made me think he is, in a way, Ciaran seeking to be punished, needing things to be tough to make sense. The restaurant encounter is probably Ciaran overcoming even that with Luce by his side. Maybe. Idk. As I said, I'm bad at this.

   The savefiles having peculiar names is also a very nice touch to which I payed attention too late into the game. For example "Story of the last syzygy". I suppose in the game syzygy implies a line made out of Earth, Moon and Sun. And the last syzygy is perhaps the last time when Ciaran treats Claire and Luce equally, in a sense that they are both in his reach. On that day, Ciaran decides to embrace the moon and give up on the sun, thus it's the last syzygy.

   The way OHT presents us Ciaran is interesting too. Now it's a dark, lonely(as it turns out) room with a silhouette on his computer, a way less charming, magical image than a mastermind that everyone subtly adores in OTL. Sets the tone nicely. And the box turning out to be empty, when Luce herself is around, just like the other side of the phone call turning out to be silent.. she was the delivery all along, the perfect image that somehow happened to have a living form, to Ciaran's astonishment.

   It is also interesting how we get almost random hints of there being a different story going on behind the one we actually get to see unfold. Diniz appeared kind of out of nowhere. So did last talk to Ziva. It became more and more apparent that it's not your typical story of a guy choosing between three hotties. Ciaran has his own background, not exactly a protagonist of ours after all.

   But what I wanted to tell you the most is how the most impact the game made on me wasn't the story, or amazing flow you mixed into it with dynamic pacing, comedy and deception, or the amount of themes and stuff you sneaked in it every here and there. No. Truth be told, I don't know what it was. I just know it was something else. Having played the game, seeing Ciaran endure tons of teasing, something that I'd personally never handle(making it a bit hard for me to strongly fall for Luce), thinking over about his phantom pain connected to his emotions.. The sense of "playing the role" this story gives is something else. It invites me to think differently about things. It invites me to be above things even in a state of misery, which is confusing, daring, absurd... and life affirming. It will take me time to process how I feel. I wonder if this is the impact you intended. Regardless, yet again, thank you for making it.

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Your games are precious. I wish you all the inspiration to keep up the great work!