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When it comes to visual novel game jams, I always have a preference for one-shot, finished works over prologues and first builds. The way I see it, one of the skills being tested by a jam is a dev's (or team's) ability to scope and develop something cohesive within its bounds. Which is not to say the aforementioned, intentionally unfinished projects cannot be so, but rather that I think an intentionality must be brought to the table. 

his preamble is to say I do not think Rain of Feathers really comes together. The project works most of the time, but mostly because it has a really thin and basic plot that could have been restructured to make a more interesting first look at this story.

The way things are, its abrupt end is only one of its pacing problems. Important character developments are compressed into one or two lines, while conversations feel like they start too soon or end too late. Furthermore, the writing is chockfull of small mistakes that a second pass could deal with, most notably, a pervasive use of the present tense.

Visuals themselves are fine, the issue in that area being more on the planning side. The story as is now requires more than what the artist(s) were capable of delivering within a jam, leading to an unevenness all over the VN.

The best thing Rain of Feathers did for me was allowing me to understand what about unfinished jam entries I like or not, but not much more than that. It can certainly be salvaged into something more unique and engaging ,but as a jam entry, I think trying to bite more than it can chew was its undoing.