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(+1)

Note that this feedback is based on the build(s) available at the end of the jam.

I found myself enjoying the fuzziness and uncertainty of the visual presentation, especially when it came to interacting with unknown characters and objects for which it would be possible to infer context for afterward. These moments of realisation can be powerful, but I feel that across a longer experience, it would be very easy to overuse them.

Without more context, the plot feels a little gratuitous and likely sits outside the bounds of my personal tastes, but it's got a sense of weight to it and in that sense is structurally sound, providing that it leads into something that makes that weight resonate.

The presentation of the sword duel before the main menu feels at odds with the rest of the game, but is evocative in its own way. If it's intended to be a splash screen that's not related to the game, it doesn't feel like it carries enough identifiable branding for that to carry through.

I think you've got a good start here, even if it's not my kind of thing.

Thanks for your submission and best of luck with the project if you decide to continue working on it :D

(+1)

Thanks, and thanks for the nice comment about it in the round table discussion as well :)

Actually that whole fuzzy level was never actually planned, save for the fight at the end. I ended up slapping that together on the last day so I could put out some kind of experience. And seeing the positive reactions made me realize it's better to slap things together in the first place, especially in a jam :B

The beginning cutscene depicts the death of the real protagonist, who now hops from person to person as a spirit. People thought the fuzzy graphics represented memory, but within the plot the protag's mind is in a state of defragmenting after death scattered it; so in that level he has a lot of trouble understanding more than the basic shape of a room. The style depicted in the outro is how the game was going to be afterwards; simple monochrome colors with curtains instead of walls (a bit Twin Peaksy).

I might revisit the project one day, do it from the ground up. However, I don't plan on spending more time on RPG Maker MV; I enjoyed the limitations initially, but it really does fight you if you're creating anything other than a standard JRPG. But now that I've strengthened my game-making resolve I've moved on to Godot and an even stranger project; so hopefully I'll have a more complete experience for you in future ;)

Thanks again ☮️♥️