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(+2)

Ok. First of all. Denny Minonne. Thank you for your character design. You are truly a professional character designer. Its sleek, charming, memorable and most of all very eye catching.

Serena Capezzuoli. Your background designs? Top tier. Absolute work done there.

Second. This game is fun if a bit clunky and gimmicky. Basically you have 2 options. You either talk your way out of the fight or you fight them and win using the party members you convince in the interim. Now. I don't know why you don't full heal in between battles. I literally lost because 2 of my party members who were KO'd on the previous battle were not fully healed in the interim matches. I hope there are more options/more recruitable characters/more unique designs eventually. Considering this is a prototype, I'm willing to let this issue slide.

The way you convince the characters and their personalities are vibrant. Character interaction seems to be the main selling point of the game and it shows. Each character has a level of spice, sugar and salt dependent on their designs. My favourite is the wolf fisherman. Never gets too close, prefers life of privacy above all else yet is willing to hear you out if you're patient with him. The sound effects are fine tbh. So I have no issues there.

Seriously though. Your artist should be given commendations. This has massive potential and I look forward to seeing if it'll improve past the current build if you ever develop the game past the jam period.

(+2)

Hey Berry, Thomas here! (Programmer, Writer, and Game Designer)

Denny Minonne and Serena Capezzuoli are incredibly talented and professional artists! Serena worked on the concepts for John & Jenny, Smith, the Hub, and other high-concept stuff during the early stages of development. Denny handled the other “talk” backgrounds (we did those super quickly lol), the remaining characters, and also polished everything for the Jam.

I’m really sorry that the party doesn’t heal after battles… It was supposed to, but I totally forgot to include it in the build. The workload was MASSIVE and that detail just slipped my mind. I’m genuinely sad about it.

As a writer, I’m really happy to hear that the characters gave off a good vibe! I try my best to do justice to the amazing visual designs.

Stefano also did a ton of work on the battle and UI side. Even if the mechanics aren’t fully fleshed out in this prototype, we’ve studied a lot of systems to make the battles feel as vibrant and engaging as the visual novel sections.

We’re definitely continuing development on this project, that was the plan all along. This Jam was a spontaneous opportunity we decided to grab. Before the Jam, we only had documents and high-concept ideas. Now, we’ve got a slightly playable version of our vision, and that’s awesome.

So, thank you so much for your support, we’re really happy you enjoyed it!

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Oh my, I completely forgot to mention Antonio Amendolea and the amazing work he did on the sound and music! Don’t underestimate how much his contributions added to the game’s atmosphere, the dialogues truly came to life thanks to his work as well! - Thomas