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(+1)

My eyes lit up when I saw this release. Your games touched me deeply when I first played them and I still cry multiple times whenever I play Home. I loved The Alchemist, too—the 'reveal' got me sobbing too. The character art on this remake is fantastic: these look and feel just like the characters I remember—which isn't an experience I've had before.

Some thoughts, which I'll try to keep constructive where negatively critical, with an appreciation that not all of them might be actionability-wise worthwhile, and trying to avoid spoilers (I'm not sure what the Itch etiquette is):

  • I found the left-aligned (as compared to centred) introduction text quite distracting, and 'wrong'-feeling, especially with the slight indent(?) of the first line.
  • The cApiTaLiSaTiOn on 'Drunken Sailor' amused me. :P
  • The fades are a bit intense in number, especially at the start; yet, some times it's jarring without them (like when Lia and Izara are first introduced). They could certainly stand to be quicker in some cases, if possible.
  • I'm not sure that the faded, zoomed-in character portraits over the text box do much when the characters are 'in shot': I found them a little distracting too. The coloured names combined with the character facial animations (when present, which they mostly are) seem to do quite a good job.
  • A couple of the pieces (2x2, O-shape) 'fought' me a fair bit in the block placement mechanism. I think that they'd benefit from their 'centres' shifting a little, if possible.
  • Spontaneous, asynchronous blinking!! :D
  • I loved the updated evening/conversation music, with the ambient synths(?) and dreamy piano. The guitar also feels more like the original than the original! Amazing!
  • On day 3, I think that Rook would be more naturally placed on the left with Ashe during the evening conversation with Lia: he's mostly talking to the latter.
  • Clarent is a good man! xD
  • I get the sense that Ashe should be smiling for the line "In fact, I think a celebration is in order." on day 7.
  • The final shot is beautiful, but I find it really steals the punch from the scene to not have the portrait transition to tears in tandem with the text. One more frame to provide that transition, and the first possibly placed slightly later in the text, could make a big difference to how that scene 'hits'. The outro sequence also felt quite abrupt: might that transition (to the plain text) better be a fade-out?

Feel free to ignore all that. More than anything, I'm happy to see that you're still around and working on projects like this. Thank you for existing! =)

(+1)

I've just been poking around in the game files, and it's a shame to see that there are variants of the music pieces which are unused and unreleased, such as the day theme without piano—I'd love to hear those! Might they be in a state fit for sharing/uploading?

Is there some way to de-compile Godot projects? I wouldn't be surprised if there was, but I'm interested to know how you got into the game files lol. It's no problem though. I can't remember for sure, but some of those music files might be from the original version, and some were just used for the trailer. There might also be some other placeholder music, art, etc. in the project that isn't mine but I forget if I deleted those before releasing.

I hadn't thought about releasing the variations of the day theme. I think there's the guitar-only version which is used in-game (I think? It's been a while lol), and the guitar, piano, percussion version which is used in the trailer. If you already have the files though you're welcome to use them yourself!

I used GodotPCKExplorer (GitHub). :) I couldn't work with the format, though (.sample rather than .wav/.ogg), so I wasn't able to listen to any of them—though I found a way of converting the .ctex files into PNGs. I only spent a short while on it; I didn't go too deep.

Thank you for your blessing, though...! 😁

For what it's worth, I imagine that a fair number of people (myself included) might be interested in guitar- and piano-only versions which might be easier to interpret and learn: it's beautiful music. (^:

Thanks for such a detailed response! It's really appreciated and nice to know you enjoyed it so much. I can't reply to everything, but I'll try to explain a few points you made.

  • I agree the left-aligned text is a bit jarring, but that was because the centred text had an even more jarring effect with how the letters typed out, causing the whole block of text to jump around on-screen whenever a new line was needed. It made reading too awkward, so I settled for left-aligned text and made a mental note to fix the centre-aligned issue next time.
  • The zoomed-in portraits were a way for me to (try to) address one of my main issues with VN presentation, which is how the player's eyes are usually focused on the dialogue box only, so the character portraits can be ignored entirely. Putting the speaker's face in the same area the player is already looking could address that problem, but I might need a different solution. I made a few prototypes of very different dialogue presentations that had the dialogue box centred between speaking characters, and an idea for a speech-bubble style presentation, but the ideas needed more work and it wasn't a high-priority issue.
  • The fades at the start are definitely too much yeah. They should be quicker in general, especially with how many of them there are but that was something that slipped through the net I guess. I'd like to find some other transition styles for future projects, or at least tweak the fades to be quicker.
  • The music is actually something I want to re-record later! My mic setup this time wasn't ideal, so I'm not too happy with the sound of the guitar and the sound quality overall. I like the results but I feel like it could sound much clearer.
  • Clarent is indeed a good man. I just hope he's happy lol
  • The ending is (unfortunately) one of the clearer signs that I wanted to get the game finished and cut a few corners on the way. This remake was a sort of way for me to shake off the rust of being away from game dev, music production, and writing for so long, so I made the choice early on to be open to rushing some aspects here and there. Sort of a "finished is better than perfect" mindset. I had more portraits and illustrations planned but a lot of them were cut because the project was already taking a lot longer than planned, but I learned a lot of invaluable stuff that I can use to make future projects quicker and better.

Thank you for this: it's nice to know that my thoughts were taken quite kindly. =) It also sounds like you'd already thought through pretty much everything that I noticed quite carefully, and as is often the case, it's simply a matter of (limited) time.

Well wishes for your bright future and welcome back!