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My one tip to new players: don’t be afraid to make your Quincy a bit of a jerk. What’s the worst that can happen, he’ll die?

This is a really good story-game. More importantly, it feels unique.

While playing, I came to think of this story as having two hearts. One heart is the characters. They’re quirky, distinctive, sharply-written and charmingly-designed. Looking at them is already fun thanks to the expressive, shape-conscious and richly-colored art style, but the plot wastes no time inviting a closer scrutiny. Quincy and Lucas’s “weird kid” friendship is not only precious, it’s an oasis in a society that feels stuffy and hostile to who Quincy is. The things Lucas reveals about his path to using his contrarianism for good… mwah. Beautiful.

I can’t wait for more chances to peel back their layers and catch them crying and screaming and covered in blood. I also wanna see them holding hands and smiling and getting everything they want. I just plain want more of them!

The other heart is the worldbuilding. The prose is, imo, kind of an unsung hero here— it’s a great balance of flower and function, serving up a relentless stream of deft word choices and entertaining animal-based metaphors. You’re definitely gonna open up a dictionary 1 or 5 times over the course of playing, but trust me: it’s all in service of evocation. This world has been Mapped. The hell. Out. Politically, magically, environmentally— Vestur has lore, and it’s relevant. (My husband also noted that it manages what few fantasy stories do: justifying the coexistence of magic and firearms.) And if you’re worried the court drama will be too dry, don’t fret— there are lots of cool weird animals involved! They’re even intertwined with the colonialist themes in a sick, self-justified way that highlights the compartmentalization necessary to holding power. The animals are political! That's all I've ever wanted since I was a girl...

The game acknowledges that you’re new here, but it doesn’t exactly hold your hand. Some lore is alluded to well before it’s explained, but the nutritious lore “dumps” are saved for narratively-interesting situations, which built anticipation imo. Though I tried not to rely on it, the Codex is a very handy feature. Lots of mechanics are introduced in this one that I assume are "tutorials" here. I hate one-off puzzles so the boxes made me wanna [REDACTED], but if it happens again I'll be ready. The debate scene was awesome and I would play this game for that alone! The UI in general is gorgeous and thoughtful and I always love when things glow on hover. The only two parts I’m not sold on are 1) the “decision” options being viewable only one at a time, and 2) the visual hierarchy of the “quest overview/choose city” page, which is my mortal enemy. The latter may look better if the lists become more populated in further installments, though.

The best part is that after playing, you don’t have to wait long for more of this story. There’s heaps more art and comics on the devblog!

Overall, amazing work. I'm floored, impressed, and also feel like I should have expected this from the level of passion put into this project. Worth a shot for anyone who's not afraid of reading, or surprise death.

Do not worry, after all the boxes did let you [REDACTED]

Haha, somehow I managed to avoid [REDACTED] all the way until the ceremony. My Quincy needs to live a little! Er...

Thank you! FG is absolutely a passion project. We know we're making something eclectic, and that makes it all the more delightful when it does tickle someone's fancy. Seeing what we've made chewed over in such detail is a huge treat for us!

You are correct that many of the features of Episode 1 are "tutorial" moments. Aside from the debate sequences (which are a core mechanic), our aim is to keep puzzles and "minigames" light enough that they don't bog down the experience, but existent enough to give some texture. Of course, when designing these sequences we try to offer alternate solutions as well - we know it's the story that people are here for, and we never want to gatekeep progress entirely just because someone isn't very good at Tower of Hanoi.

As for the decision menu, you can actually switch to a more utilitarian alternate in settings, trading out the scrolling one-option-at-a-time list for a static one where all choices are visible at once! I prefer the more basic and pragmatic UI myself, but others hunger for that visual flare, so I included both in the game.

To be honest, the map selection is probably one of the most complicated and troublesome screens I've built (having undergone more revisions than most other features over development) and definitely the most haunted by the trials of responsive design. It's not impossible that I'll rework it in the future, but my current plan is to leave it as it is and see if I receive more complaints/the parts I don't like about it still bug me down the line. So no promises that it's going away, but if you wanted to message me more specifics about what makes it your mortal enemy, that could be useful data for me.