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(+1)

Okay, let's begin.

Bug: Sometimes at the end of a route, the title screen freezes and you have to reload the page.

*Everything seems to work normally. I don't know if the ending has anything strange going on because I can't see the code. I suspect it's the typical +1 or -1 option, and in the end, they choose based on a range, which I'm not sure is the best, but that would depend on your writing skills and judgment.

Puzzles: The slippers are strange because (although I admit that I interacted with them in my first run, but only because i always look everything in the room) you can open the door to the other room without seeing them, and if you see them later, the same dialogue appears. I like the concept of "time is frezze" and lighting the candles.

Story: I can't talk about that; I didn't understand it, and I'm not familiar with the historical context mentioned in the description. Stories inspired by a culture don't need to include unnecessary context for those unfamiliar with it, but if another language is added to reach a wider audience, I think they should at least include some background information for that audience.

*There are some odd things about how the routes work. I wouldn't call them errors or not, because my mind is very imaginative when it comes to filling/ignoring plot holes, but I will say they feel strange, and coming from me, that's not good. Sometimes I feel like the last option has all the control, and Lian always responding the same way reinforces that. In my experience, the only thing that disproves this is that you can get the bad ending by always choosing the third option and then "stay with you" as the last choice. I don't know how most people understood it, but it took me a while to figure out how to get the good ending. Once I got it, I tried again to eliminate options, and I think the key is to always choose the first option, but say "I know why"(second) that one time. You can also say "we're never be there"(second) and it works the same.

I had a nice mental image of the endings descriptions, seria bonito que hubiera alguna. Aside from that, I'm now curious about the context. The wiki you linked doesn't have a Spanish translation, so I felt like contributing by translating it myself. And hey, if you need I can translate English-Spanish; I don't speak Indonesian, sorry.

(+1)

Thank you so much for spending so much time with my game, and for playing it multiple times to notice small details like this. I truly appreciate the effort you put into it, and it honestly makes me very happy to read your thoughts.

Regarding the title screen bug, I’ve already fixed it. And yes, your guess about the ending mechanism is spot on, haha.

About the puzzles: the slippers, the broken glass, and the knocking are meant to help you sense the context of what happened in the house. I intentionally designed them so they can be skipped, so players don’t waste time if they’re replaying the game and want to go straight to finding Lian’s letter. I’m really glad to hear that you liked the puzzle ideas.

As for the story: From the beginning, the game was intended to focus more on atmosphere and emotion rather than clear exposition. I try to be careful when working with this kind of context, out of respect for the historical and cultural sources and the people connected to them (and I still have a lot to learn myself). As for the ending mechanics, I’ve updated them again so they hopefully feel more reasonable now. And regarding the ending visuals, I may add them in the future if I have some free time.

I’m really interested in your offer to help with translation, though probably not in the near future yet. I’d like to clean things up and prepare proper documents first so they’re easier to translate. If you’re okay with it, maybe you could leave a way for me to contact you later (twit or email, perhaps?).

Once again, thank you so much for such a detailed and thoughtful comment.

My Twitter handle is the same username (@hazartd) with the same profile picture lol.

Good luck with development <3.