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All That Ales Yew's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Score | #34 | 4.640 | 4.640 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Log Line
Setting out on an adventure to reunite with what was lost, a rabbit discovers that some things are not so easily found.
Content Warnings
Loss of Loved Ones
Mild Body Horror
Mild Jumpscares
Mentions of Abandonment
Mentions of Child Soldiers
Mentions of Death
Mentions of Therapy
Mentions of Torture
Mentions Unhoused or Houselessness
Mentions of Being Restrained
Team Members
Story, Programming, Direction:
April “Izzy” Schmidt
Background & GUI Artist:
Samantha “Sam” Malzahn
Character & GUI Artist:
Heather “Maki” Farnsworth
Music:
Scythuz
Audio Editing:
Liz "Three Lizards in a Trenchcoat" Tanner.
Sound Effects:
https://freesound.org/
1-kife-slash-a by Imbubec
chime-bell by Imbecilinplus
key-jingle by B0undarybreaker
project2929 by Vineorange4
crash by Sparrer
Mountain ain wind by dobroide
Squelch by magnuswalker
Ceramic cup shatters on tile floor by geraldfiebig
Tearing paper by sphion
CGEffex
FXKid2
Jankooiker
MrAuralization
Sound Jay (https://www.soundjay.com/)
Unity
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Comments
I think this game has a lot of potential and has a solid foundation for work. Unfortunately it's hard fpr me to give feedback considering that through our discussions, you were on the wire when it came to the completion of this game. However you should still be proud of your success nonetheless. How many people could say that they've released a jam project outside of the vndev community?
You've probably heard these before, but here are some pointers I would like you to consider when revisiting this project.
-Expand, expand, and expand. I think you have a cool motif going with this Lost and FOrgotton theme, but the execution needs more polish. I was asking myself constantly while playing your game; "What does turning mean?' and many similar questions about elements of the world. When you come back to review the script, I encourage you to consider when reading "How can I expand upon this to give it more meaning and impact"?
-I believe Poppy out of all the chars needs work. In my humble opinion, I found her to be too composed and too calm considering that she was just isekaied into another dimension. The survival bit at the start felt very immersive, but said immersion was broken as I found her, or myself, eagerly accepting everything that was asked of me.
-In regards to the choices, there are areas where I believe that there are too many and two few choices available. In the start of the game, I was bombarded with choices, some being understandable such as running or waiting whilst others felt benign or meaningless such as grabbing a knife or a lantern from your bag. One choice I really disliked was the rest or look for clues choice because when I picked "rest" initially, the game warned me of missing out on clues. While I can understand this concept on paper, it came off as hand holdy considering that this is a choose your own adventure style game. There were also choices that only gave me one option. I'm uncertain if these occurrences were due to me lacking clues so I'll ignore that nitpick
-The tone of the game felt jagged to me. It started out as a choose your adventure-esque game only to slowly morph into a kinetic story. I was kinda bummed that there weren't choices that led to an escape route, but this might be one of the endings you told me about that you had in mind. Also, it was kinda awkward to be addressed in the third person when being spoken too, only to have it shift to second person when describing my actions. I couldn't tell if I was the MC or if I was guiding Poppy. What I'd suggest when updating is to really ground yourself on what you want this game to be. Look to your GDD and really fine tune everything.
-While it was awesome that you got VAs in on a jam project, some of them were hit or miss I'm afraid. I think Ronin's VA did a serviceable job at executing his lines and Poppy was alright. A lot of the enunciations on the lines, especially those that had the characters yelling, were a tad underwhelming. Then again I'm not a VA nor do I claim to know what good VAing is like. Just my two cents
I wish you the best of luck on the second release. Games like this sometimes need a bit more than a month for their true potential to be realised
I really love the art! It's both cute and very pretty :3 Plus I absolutely love bunnies, so that's always a bonus x3 Heck, anything floofy is adorable.
I haven't gone through picking all the choices yet to see how they impact the story because I'm trying to play at least a bit of everything, but the CGs I got along the way to the ending I reached were beautiful! Oh, and I love hearing English voice acting in VNs, so that's always a delight too :3
"All That Ales Yew" is an ambitious VN with strong ties to the fantasy genre and I enjoyed seeing what kind of magic its world has to offer. These are what I consider the highlights:
Art:
- Breathtakingly beautiful BGs. I love to scan for the little details in this VN. Such as the café has so many cat shaped decorations in it and the wallpaper is a cute touch. I'm so happy that there is actually a full view of Ronin's dishes on the table, where the artist doesn't even need to draw it this elaborately, but who doesn't appreciate gorgeous food art?
- Very memorable unique character designs. The heroine caught my attention on the game cover, but Hattori, Ronin, and Mistress got eye-catching designs too.
- The CGs are heart-warming.
Story:
- The intro is the instant mood-setter and makes you wonder what this game is about.
- Game-y elements of choice prompts that gives off a true adventure feeling with a bit of the vibe of events in dungeon crawlers or RPGs. One example is whether you want to use the lantern or the knife. I had the suspicion that these have impact on the story but I wasn't sure, as I originally thought these were merely to get you immersed with different flavour texts without affecting the story which is common in a lot of VN. Even then, I appreciate them as it lets me pause in the story and ponder over what I would do in that situation. However during my playthrough it's only near the end where I triggered a fail state that allowed me to redo that 'character confrontation', so I thought that choices only mattered during that part. Later on I confirmed from the dev that actually nearly all prompts have an effect on the scenario, and that I by luck stumbled on the more ideal scenario, whereas a certain character could have a totally different fate. Gameplay like this is greatly appreciated and shows how much programming went into this VN.
- I can see that your team is really ambitious with the world-building and I applaud the efforts of trying to fit in such a complex story in a limited space. There is a compelling lore where you want to find out what exactly the Lost, Forgotten, and Voiceless are, and you learn this alongside the amnesiac MC. Mistress is very mysterious herself and I can't quite get a read on her.
Music:
- Very fitting RPG/fantasy style.