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(+1)

Thank you for trying out my VN!

The jank in gameplay is due to how little time I had until the deadline, so I did the opposite of my May Wolf where instead of the gameplay having more work, I focused on trying to make the narrative part look and feel ok since the novelty would wear off when the narrative isn't at least written well enough. And yes Diere's ability doesn't work, I should have clarified that too, I still need to do better, I had a whole tutorial design idea so that the player was able to understand the mechanics on their own without the whole "Do this so you can do this!" even at least minimally, but again time constraints. And I sadly did fumble in the end (reading this it pains me at how rushed that ending feels actually and I didn't notice), the story on the gameplay part I had a struggle to write on what reason makes sense for that to have happened, I think Diere even mentioned how not great Lufo's reason was... Also the confession was something right at the later levels where Lufo wanted to confess to Diere by leaving him a note, but something else happened.

For the radio part I was thinking that maybe if I set a range of values that the answer could have been valid maybe the reader would have gotten it right somewhat, as I also didn't want to have it be annoying... But it was annoying anyway. Initially it was going to be a slider of sorts and maybe the wave on the side was going to change shape but constant data shifting might have been too jank and trying to transform an image needed a lot of adjusting to happen which was hard to make it right so I took the easier route instead. Also yeah Lufo's ability should have been a simple button press, but no, the jankiness keeps striking.

In short, great idea, execution fumbled, but I'm glad that it seems I'm getting better at least. And still continue on improving writing skills and such.

(+1)

For what it's worth, I think your takeaways are spot-on - I forget if it was in the comments for your May Wolf game or if it was the maze and sliding block puzzle one, but I made a similar comment about making sure the gameplay and narrative are working together so you get a satisfying payoff from moving through each section, and I agree that this was a really fun idea that could've been executed better. But yeah, jams are hard, especially when you're trying to do so much as an army of one, and I totally understand how a lot of what you envisioned couldn't make it to the final product. 

Regarding the conflict between Dierre and Lufo, to make the Game Boy premise work, I think the inciting incident is less important than their current attitudes to each other. Like you can still have the conflict start with something mundane, but if they're pissed and bitter towards each other at the start of present events, the arc of the Game Boy section can be them growing to realize that their resentment to each other was dumb and they both need to get over it. Or you could go in a completely different direction, just throwing another idea out there for additional perspective. 

Ultimately I think it'd be cool to see you stretch some of your ideas out into projects that aren't limited by jam timelines so the narrative and gameplay both have enough time in the oven, but yeah definitely keep it up, you're only going to get better and better from here.