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A jam submission

Nalet's Park (Game Jam Version)View game page

Hennalin meets a wolf & expands lirs point of view.
Submitted by xtmva — 1 day, 5 hours before the deadline
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Nalet's Park (Game Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#163.4263.655
Implementation of Theme#262.5212.690
Creativity#273.2333.448
Story#352.5542.724

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Name of Wolf/Wolves
Puljá

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Comments

The art style is very cute, I love it. I also like the idea of separating the story into 3 acts with a poem, but it feels like it could have been done better. Asides from that, it would have also been nice to have a clearer picture painted of the social landscape of the story at the beginning. The theme for "expansion" is also done subtly within the text itself, with lirself learning to be more compassionate and empathetic. ALSO! One of the first VN's that I've read that have neopronouns! 

Submitted (1 edit)

Me sees VN! Me's 16th Vn me will read and rate from this jam! 

Edit 1: Ok, I have just read and rated this entry. Here are my thoughts.

First of all, I must highlight the fact you included poetry segments in the VN, a quite witty feature. However, to be honest the prose felt rough, which made the ideas and images conveyed in the poem sections hard to understand.

Every sprite and background is custom made. For a visual novel made entirely by a single person (minus the music), it's nice. As other comments below pointed out though, characters sort of get lost in the bright backgrounds.

The main negative aspect of this story is that it spends more time describing what the main character is doing than showing us the actual interactions between the wolf and the binturong or the main conflict which is the social animosity towards the wolf's city incorporation to another one. The poetry is there, sure, but the way it's been put up makes it insufficient to effectively tell the story.

These are my thoughts on this VN so far. Thanks for the experience! (Also, props for including a binturong in your VN, those are pretty rare and only you and the Three Aces author included one in your submissions).

Submitted (1 edit)

This one was a bit hard to get into for me. First of all, I like the presentation and the art is very cute. I also like the poetry sections pretty well!

I found the prose a bit hard to enjoy though. While I got a pretty basic idea of what the main conflict of the story is and what the story is about, What exactly was going on line by line was sometimes confusing (I am an ESL though, so take my words with a grain of salt).

As a random example, this is a line of dialogue from the game: "Most of the stuff that leaves Vekpoji freely is a public face but inside the country it's much more open to complex depictions of stuff." Upon second reading, I guess I understand what this line is trying to say, but the first time I read it I was like "Huh?" Much of the VN was like this like me, I was slightly confused as I was reading it, but then I was able to piece together an idea of what was going on.

Still commendable as a first VN!

Submitted (1 edit)

First of all: Nalet's Park is nicely atmospheric and comes with an art style that feels like it matches what the evocative prose is going for perfectly. Good music choices, too.

Despite the short length, the conflict works on an emotional level, and you get just enough about the characters. The game does need a little line editing in the form tightening – I think having relatively short lines is just very important for this medium – but the incorporation of poetry is a fun choice that serves the scope of the story well, providing natural opportunities for transitions and timeskips. It's a great mix of formally familiar and adventurous, recognizable as a VN while having such a fresh touch.

As for some nitpicks: the societal conflict in the background could use a little more explication – it feels kind of abstract since so much of it is just in what the characters say. Also, the incredibly brief ending stings a little; given that the prose is pretty good at conjuring evocative imagery, it would have felt right to end on something a little more vibrant than the very simple exchange. The angle for the game jam's theme feels a little obscure, too, although I get how the concept is used in the poetic sections.

Still, Nalet's Park packs a punch for being such a short read. Congratulations on your first published VN.

Submitted

I liked the bold, colorful style of the sprites!  The one thing I would suggest is to darken the background just a bit or desaturate it so the sprites stand out a bit more. The bright green appears more vivid than the blue or red of the sprites, and tends to draw your focus away.  

To see what I mean, you can look at your primary thumbnail compared to the screenshots below it. In the project thumbnail, the sprites are much easier to see against the darker background.  The only thing that blends in are their faces a bit.  In the screenshots though, I notice the tree in the background first before I focus on the sprites.

I was a little confused trying to follow the narrative of the altercation.  I am glad you included one though, as this is something virtually all relationships have at some point.  In the ten entries I've read thus far, I don't think I've come across any others that have included major conflict and resolution between those two characters.

Submitted

This one was… pretty basic. I see what it is trying to do, but it honestly doesn’t achieve it. Its briefness ends up being its greatest misstep, the lack of development making for a pretty disjointed experience. Too much exposition at once as well, maybe it would work best if it was more spread out. The art is charming, though, if a little too bright for my photophobic eyes.

Submitted (2 edits)

Congratulations on making your first complete VN! Stylish and cute visuals, interesting character design, and fun music. Tbh, the genre of the story is not quite my cup of tea, but every other aspect just makes it work. The premise is simple and I like the hopeful open-ended narrative.

There is more of the narrative, but alas, only so much can be told. You have an interesting setup, but I can understand why they're not explored further. Being a solo dev is hard.

I have a mixed feeling about the poetry segments. I  think they were nice but for me, they felt a bit off. Maybe it's because they were blended in with the previous scenes (?) The use of the poetry segments with NVL mode was a deliberate choice, so I believe they should stand out more. Using different BGM on those parts would help.

And two little things: I was taken aback when the season changed from Winter to Spring, just like that. Perhaps a little visual cue like a filter would help to distinguish them. Also, there were like 3 dialogue lines (2 near the beginning, 1 near the end) that were too packed, overfilling the dialogue box.

Nevertheless, great job on your first try!

Submitted

Spoilers etc etc.

Theme: While I do feel you were more explicit in your more abstract interp of the theme, it feels like that expansion was mostly off screen, done inbetween the passages of time.

Story: A curious tale of a friendship. I thought your poetry breaks were quite curious. I liked how at least that first one felt like some measure of form poem (which would be appropriate with the cultural narrative going on), albeit that didn't seem to be maintained throughout.

I thought it was nice how you presented they could communicate after quickly introducing the possibility otherwise.

It was nice to see some polished poetry, albeit I think that may have been a good moment to either mute the audio or pick a different track for those moments to let the poetry speak above the music.

I felt like the apology felt a bit weighted too much on one side at the end, but I think that's probably true to life, in that regard.

Presentation: Your sprites were refreshing stylistically, and I think you used the repeating environments well, although I think maybe like a filter or something to help reflect the passing of time/seasons would have enhanced them just a bit futher.

Creativity: I liked your bold choice to bring in the poetry scenes, and your cultural clash with the individual acting as a sort of metonomy for all lir's people, even if that's unjust of a comparison to make.

Overall thoughts: Nice job on your work! It was punchy, short and impactful. I appreciated the PoV you put out with this work, and thought it was one that wasn't always well explored in this space. Well done again.

Wow! this one was short, but quite stylish and sweet!
I'm a bit of a sucker for MS paint style art, and xtmva clearly has a good eye for design. I mean this next part in the nicest way, but it looks like all the art was done in an hour or under. Every tool used, every choice made is brisk, utilitarian, but its not made without care. Some things are a little askew, and the default renpy gui is left untouched, giving a sense that this project was scrawled into existence. This seems a little at odds with the colorful world described in the text, something that feels like it was an excerpt from a larger story. I particularly enjoyed the rhythm of slice of life, interrupted by two poetic segments. Where the slice of life quickly established the hard facts of the story, the poetry brought the inner experience of the main character to life, and both wove together to make my heart beat a bit harder by the end. good work!

Submitted

First off, I love this art style. Simple and clean, I think it does wonders. Also custom BGs to go along with custom sprites. Very nice.

I'm not sure if I understood the conflict though. It jumped me out of nowhere and left me more than a little confused. I think this may have to do with excessive sentence structure: it packs a lot of phrases into one thing, and that hurts readability.

The poetry was a little jarring at first, but I now I think it worked well and added a nice bit of contrast.

Looking forward to see where you take this in the future!

Submitted

I enjoyed the interlude text between days, they were beautifully poetic and illustrative. The outfits of the wolves are well-designed, with an interesting backstory of opposing groups as they slowly mingle with each other as seasons pass. Having the main color of the UI be purple also alludes to this mixture. Communicating complex feelings through shared sign language is something I have tried to do before, I can understand their struggle. I noticed in the final scene they do not speak in italics anymore, have they learned a common language by then?

Two small errors I noticed was some beginning dialogue describing the heatwave being skipped, and a typo that had an extra space in, “Before I knew it, I arrived at the park,  again.” Finally, if the main menu music continues as the game starts, there is no need to “play” it again in the script.

Wishing the best for Hennalin, their worried expression is precious, and I can relate to them!