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(+1)

A Good Game! You took this gamejam very seriously and I am impressed with how much this game offers in a short timeframe.

In terms of the story (wish I could add spoiler tags on itch lol), I didn't understand why the animals had to be mean to the protagonist at the start. It makes sense that the capybara wants to vibe with the animals and the animals though he would die if they didn't stop him from being too friendly, but that would work better in the middle of the story than the beginning imo. I think it would be stronger if losing the mother happened during the gameplay. Perhaps you get to play all the minigames the first time with positive feedback, then that happens and they don't want you to help because the mother being captured teaches them that generosity is dangerous. It's only until you are rejected by all the animals do you find the human to help, which leads to the positive ending.

I realize the story can't be too long, but that scenario would connect with me a little better. The current scenario would make sense if you put more emphasis on deciphering clues about what happened (like the scarf). What do you think?

Thanks for playing and your well written feedback!

To be completely honest, I think I disagree, but of course it is subjective. I prefer to offer a mystery (why is everyone else in the village being mean, and happened to our mother) without explicit explanation, then slowly build hints/clues (like you mention with the scarf, and later with the linger scenes between scene transitions).

In timeline terms, the beginning you are imagining does exist, and by the mid/late game the player has their own ideas about how it went. Maybe they are "correct", maybe they are not but I think it's fun to let people theorise without spelling it out because I prefer a slow unravelling. I also like the reveal of humans to come unexpectedly, and without explicitly naming them as a/the danger beforehand. It's fun to watch people experience those scenes and fear the humans the same way the other animals do - the other animals wanted to dampen the capybara's kindness to save him because of that fear and the player gets to experience the outcome of allowing him to be his own little helpful self instead.

Sorry that got a bit away from me there, but yes, essentially I wrote the narrative the way I like to experience stories. I understand that style (I guess it's the mystery box style, but hopefully I provided acceptable answers to all the questions I seeded) isn't going to resonate with everyone in the same way and that's totally okay! 

(+1)

I appreciate you defending your narrative! My main disconnect came from the contrast of negative text and positive visuals/music. I can suggest a small way to sell the fear: stop the music on certain dialogue lines. On example would be "you are small and weak so this should suit you" and then add an unsettling pause before the music resumes. Then it's clear that something is wrong to the player and they can ponder why.