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A jam submission

The Chains that Bound MeView game page

A lover's tale
Submitted by Yobob (@yobobgames) — 3 days, 5 hours before the deadline
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The Chains that Bound Me's itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice Vote#493.5503.550

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
yobob

Engine
rpgmakermv

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Comments

Submitted

Yobob, I really like your game! The graphics are cool, the gameplay is simple but efficient and the story keeps me interested until the end of the demo and I wish to see how it ends! Good work!!! 5/5 for me

Developer

Thank you so much! I do plan to drastically change the game mechanics very much :)

Submitted

Presentation:

The artwork in this game was a really beautiful Steampunk/Dystopian style that I truly enjoyed fully through my playthrough. The music was very fitting as well as the sound effects. The menu however had some clashing styles that I found rather distaste full as well as the HP hud bar was quite annoying at times.

Overall in my opinion  16/20

Gameplay:

The battle system in its current state is rather un engaging and boring. I feel that with a bit more content added it could however be a ton of fun.  The act of getting the iron ore felt confusing. Why wasn't there an animation of a pickaxe clanking against the stone? It felt like I was just stealing other miners ore.

Overall in my opinion 10/20

Engagement: 

The story was relatively engaging however you did you some crutches and some of it seemed forced. As well as having some better NPC dialouge would be nicer. The battles however were completely un engaging and I found myself just aimlessly repeating the same loop of moves.

Overall in my opinion 8/20

Potential: 

This game has a ton of potential. The worl that you made right from the beginning was interesting and grabbed a hold on me. With some more polish your game could be fantastic!

Overall in my opinion 18/20 (Best score so doubled to 36)

Total: 70 /100 (3 stars.)

This game was fantastic. While there are some major issues that need to be addressed, I think this game has a ton of potential and with amazing artstyle it should succeed in a commercial marketplace.

My full video review:

Developer

Hey, thank you for reviewing my game! I will continue to develop this and polish this game a lot more. There will be a polished demo out maybe sometime next year and art reworks as well. And of course, better dialogue/options for npc and story. I have a dev blog that i update frequently for the game progression. So you can always check how the progress is doing.

Thanks again! And feel better soon guys!

Submitted

Here is my review.  I'll do the best I can. I am not a judge. So do not worry

Presentation:

I really like the graphics, and the artwork is very nice. The idea is very creative. The menu layout is nice. It would be nice to have more to do besides going to work every day. The music fits well.

Overall in my opinion  18/20


Gameplay:

I'm going to be honest.  I don't like the battle system in this game.  It's hard to attack when you need to recover.  The quest system is good. I like it that you point out where the ore, and stuff is. I highly recommend a different battle system, because I got stuck on Valentia. I couldn't defeat her no matter what I did. So I had no choice but to give up.

Overall in my opinion 13/20


Engagement: 

This game was a lot of fun other than getting stuck on Valentia, and having to give up. I would ahve liked to get farther to see more of it. So overall the engagement is the best part.

Overall in my opinion 20/20


Potential: 

This a ton of potential I want to see it made into a full game. The world is interesting.

Overall in my opinion 20/20



Final Thoughts, and suggestions:

I honestly disliked the battle system the most. I think that should be changed. Other than that everything else is good. Keep up the good work, and please do not give up.

Developer

Hey! If you look at the gun when she points it down you can cast fire. Other than that you just stall for time and defend. The mechanics is still in its beta so it'll be better. (Veil Veil reason Fire)

The dev already knows this. But eh. I'm just gonna slip this in. 

Developer(+1)

hahaha, Thank you!

My first impression of this game were wonderful, I truly enjoy the aesthetic, it feels and looks like a mining ghetto. The graphics are impressive, and I enjoyed the little things, such as the electricity. I did notice a few things that kind of detracted from this, however, such as the abrupt change in sprites when pulling out a gun or being shot, but those are small details.

The story and dialogue is just far to on the nose and really shoves the point home, kind of hard to swallow. A bit more subtlety and nuance would go a long way in crafting this emotional journey you are trying so hard to craft.

I was given armor randomly, who gives away anything when they are struggling so hard to survive? In addition this armor is useless, the vest I found earlier provided more HP and less defense, and from what I can tell defense has no purpose in the scripted events that are 'combat'.

I also had issue with the 'combat' this game provides, it felt very visual novel and less rpg and really detracted from what could have been a tense moment.

I made it to the fight with Valentina, and just let myself die trying to reason with her. Honestly would have died anyway, the amount of damage I did versus what she was doing was just pathetic.  Despite how much visual appeal and potential story this game had, I just could not get into it. I think if you made it feel more engaging, it would go a long way in telling the story you are trying to get across.

Developer(+1)

Hey! thank you for playing! Though most mechanics aren't fully fleshed I just gave an idea what I'd like and what will be in this game. Those small details you mentioned that's abrupt were just the lack of animation being played (Or if you are talking about the sprites blinks that goes from one frame to the next). It's a bit hard to ask better quality with the small time frame for this competition =/ I kinda cheated on the sprites and copy, pasted, and changing the color of those sprites as those images took a large amount of time to make if I were to polish this demo. 

The story dialogue as well as the NPC dialogue is on the nose and I will change it. I just wanted to get the idea across for the story. I think the story dialogue is fine though. I will change it here and there but it might be too text heavy so I will reduce it and add more animation to make it enjoyable to play. I couldn't think of anything for the NPC to say so I gave them generic things to say. 

The combat is a working progress. There's only two fights and they consumed a lot of my time so it's just an idea atm. It will be fleshed out a lot more, but you can imagine how it's going to be once it's polished.

I think you are correct in making this game more engaging! If it was more engaging, the story would be better told. It's just the time I had haha. Thank you for your feedback!

This is the third game that has given me this message: "Your profile can not be used because it is from a newer version of NW.js. Some features may be unavailable. Please specify a different profile directory or use a newer version of NW.js." I don't know if it's important or not.

The lack of direction in this game is a constant annoyance. After the mention to get the watch, there's no indication of what the player character is supposed to be doing until after wandering for a while. Then it happens again after clocking in (at an unmarked building). Then it happens again after the fight scene (with clocking out not being an option?). Your character is trying to obedient through all this, so why is he wandering around talking to people to find out what the guards expect him to do next? It wouldn't be a problem if there were more variety in the town or characters to talk to, but instead the town has mostly the same workers buildings all over. I got fed up and quit after I tried having him go back home and sleep, only to find no meaningful response. I don't see what else there is to do, nor what the player character would even want to do.

Developer

Thank you for telling me about this bug! I'm experiencing this myself recently and I'm not too sure why it's happening so I will look into this more. Though it doesn't affect the game too much.

I'm sorry about the lack of direction and the lack of meaningful NPC to talk to. I just generically wrote the NPC to fit the story in some way. I couldn't think about how each npc would react so it was rushed. This is a great feedback for me to work on those points when I polish the demo more. I wanted the players to figure out and explore what to do as the map is relatively small, but you did give me strong points as there were unmarked buildings. I'll be sure to add those visuals for the buildings.  And I'll guide players a bit more but not too much next time.

Submitted

I just played it and I really enjoyed it^^ It caught my attention because of the steampunk feeling. Seeing the dark atmosphere of the maps I guessed it would be a darker story, but I was still a little surprised how dark XD

Anyway, the art is great and the story is interesting, too. Collecting the iron went fast, so it couldn't get too repetetive. The twist with the magic was great. I never expected it XD
Though I think the battle mechanic could be a little more polished. I like it that you have to think carefully about what you do next, but it feels a little underwhelming right now.

In conclusion, once it's a little more polished, I'd love to play it again^^ The story got me hooked XD

Developer

I'm so glad u enjoyed it! I am going to polish this a lot more! Even the art is going to get polished! The dialogue! The battle system is a bit underwhelming but I do plan on adding more content!There's going to be a polished demo and once that's done, the story will continue and it'll be a full release game!

Submitted (1 edit)

Rating using the Judge categories, just for fun

Gameplay

This game is more about the story and world than it is about the gameplay. However, the battles were made in a really unique way that I could see getting expanded greatly in the future

I wasn't a fan of the controls. Never liked Enter and Esc as confirmation and back keys.

It was a little difficult to see the exit of the mine at first. Specially when the game teleported you to a different section for a cutscene. The interactable objects in general need more visual indication of their existence, like how the mining spots shine

The game flow was mostly good, but after being attacked by the 3 guards, I felt confused as to where to go and got lost for a while

Overall a great gameplay experience, even for a story focused game

[16/20]

Presentation

Stellar. The game got me invested in its environment, story and characters in no time. The hopelessness theme could get heavy handed at times, but it still made a big impact.

The story was interesting and kept the intrigue to the very end, although there were some pacing issues when miners who were totally hopeless and scared on day 1 were suddenly super optimistic the next day. Conversely, the incredible sense of despair after the failed revolution was very well conveyed. I just think the transition from hopelessness to optimism could have been more gradual

Music fit the theme like a glove and was nice overall. Sound effects did a good job

Characters were good for the most part, albeit kind of repetitive in their themes. Also, it was strange how only the main character and another character near the end had portraits. They almost felt a little out of place

[18/20] -> Doubled to 36

Engagement

The world and narrative kept me going. I wanted to see where everything was going. The battle system also complemented the storytelling greatly, so it just gave me more reason to reach the end. A little bit of guidance is needed to keep less attentive players going however

[16/20]

Potential

The world you painted here was really interesting, and the battle mechanic is both original and very fitting to the kind of experience I think you were going for. This can certainly stand out as a full indie game with the full story completed. Certainly not for everyone however

[17/20]

Total: 85/100 (5 Stars)

Developer

Thank you so much for your review! The game was heavily focused on the story and I was getting a bit tired of writing the NPC so I kinda...made it generic lol. I didn't have enough time to create the bust of the other characters so unfortunately it's missing a lot of the assets. But I am glad you liked the story! Though my next update will change a lot! More SFX, more stuff to do, more battles and more animations! I'll still be a free demo :) Just right after that super good cliff hanger hahaah

Submitted

I would like more options in the game and less scripted moments. The atmosphere of the game is impressive.

Developer

Thank you for your feedback! The game is a bit linear but I tend rework the writing and add more options

Submitted

Heya! I got this game as one of my Secret Santa reviews. I like to take notes and write down my thoughts as I play through so as to provide "real time" feedback. Here it goes:


Digging the main menu music, a nice little piano piece.

The tutorial type screen is interesting, get an interesting vibe from it.

Alright, game is starting…

Interesting visuals! I like the look of the character. The interior map is pretty small but it works.

I like the subtle way of directing the player towards what they need to do: “where’s my pickaxe?” – I know I need to find my pickaxe, which shouldn’t be too hard in this small area. This lets me get oriented in the game easily.

And that’s as helpful as any of it is lol – after getting the watch, there is no further direction. I guess I will just head out the door!

I like the sprites and the artwork in the city map. I like the flowing electricity through the powerlines as well, nice touch. Same with the steam and the water drops.

Goddamn Tax Inspectors… is there any world where they are not reviled?

I would say this scene with the tax collector is a bit on the nose. I mean, it screams “look, this is a real bad guy here!” but people only talk that way in bad movies.

Took me a moment to realize that I now had control of my character. Some sort of prompt for the player here would be good to let them know that they are in control, and that their character isn’t in the center of the screen. I literally thought this was a cut-scene because the dude with the pickaxe wandering around the center of the screen looks a lot like the main character.

Hah, I can break into my neighbor’s room and steal their stuff. That’s always fun.

The Newspaper is also very on the nose, screaming ‘our ruler is a bag of asses.’

I stole money right in front of that woman in room 436. She didn’t even say anything. Times must be bad.

Poor lady in room 331. She says she has no money to fix up the place. I just took her last 5 Kel. Who is the real villain here? The obviously evil ruler and his heinous tax collectors? Or me, so eager and willing to take money from these poor people? There should maybe be an option to give the money back.

Speaking to the resident who is asking me to tell her she’s not a bad person… Again, very on the nose. I get it, that she’s shook, but this seems like par for the course for the mining ghetto. I feel like taking a cue from Schindler’s List, The Pianist, or something involving the Nazis and the Warsaw ghetto could really help make the dialogue and the characters feel more believable in this situation. Anything from real life where an occupying force forces the residents to live in a state of oppressed poverty.

After talking to most of the residents, I will double-down on what I just said. The dialogue feels very obvious and isn’t really how people in such dire and traumatic circumstances talk, especially when the situation has been ongoing for some time, which seems to be the case here. It doesn’t really reflect parallels in reality, and it just feels like it is trying WAY too hard to convey “hey, this isn’t such a great place.” Subtlety and nuance will always take you further than exposition.

I found a Tattered Ring in room 332… Can a metal ring “tatter”? The description says it is rusted… Maybe call it a Rusty Ring?

When I think about it, after the guy gave me the key to his room… why would the powers-that-be, who obviously treat these people “like objects” and feel they are so far beneath them allow any of them to have locking doors? Stripping away their privacy and ability to keep others out (including potentially the authorities) would further dehumanize them AND make the tax collector’s work easier.

Talked to the guy who says “Makes you wonder if killing is alright” – Really? I mean, I was getting used to the on the nose, overly obvious dialogue before, but this just comes right out and asks the question in a very uninteresting way. I will reiterate: subtly and nuance. You should be focusing on having the player come up with the question as to whether or not there is a moral basis for the killing instead of spoon-feeding it to them. I am not sure you intended it, but earlier when I was taking money that I found randomly (as one is wont to do in these games) I stopped and asked myself if this was a good thing to do, morally/ethically. The game didn’t have someone say “is stealing wrong?!” – no, instead it put me in a situation where I found myself questioning my own actions without anyone needing to say anything about it. THAT is subtlety, and it is a wonderful thing. The game This War of Mine does this well.

Ok, all clocked in and ready to mine that sweet, sweet ore for Dear Leader!

I really like the artwork in the mines! The background sounds are well-done also, the pickaxes and breaking rocks and all that. Very nice.

Talking to Valentina… A firebrand that one, likely to cause trouble and rock the boat. Wouldn’t be surprised if she is under surveillance by the state.

Also, why don’t more people commit suicide in order to ‘escape’ from these conditions?

This dialogue is just so…  obvious to the point of sapping enjoyment out of its consumption.  All of these people are so afraid of talking 'this way' because it will get them killed, yet that doesn't stop any of them from talking often and loudly about it right in front of the guard.

Also, I entered the map with Valentina from the left-side of the screen. Why does my guy appear on the left-side of the following map?

Ok so I got all of the ore, all 19 of them. The game won’t let me leave the mine. It keeps saying I need to collect 10 ore before I can leave. But I have more than that… Wut?

Ah, ok, stumbled upon where I needed to go. I didn’t even see that door near the guard. Maybe make it a bit more obvious that this is a place you need to go? Maybe a sign or something indicating this is a place you can enter?

Outside of the mine now… now the guards confront the poor miner guy they just grifted.

The music in this scene might be a bit much. But then again, so is the dialogue. Sometimes the absence of something is more powerful. In this case, music and a portion of the dialogue.

This all brings up another question – why have currency and money at all in this work ghetto? The authorities obviously have the physical power to force the population to do what they want, so why not just provide the people with the bare necessities to sustain a meager life so they can keep on working and leave it at that? Again, this is a parallel to how Nazi-occupied ghettos were run. You worked all day, you got a tiny amount of food. That was the way it worked. Any currency or luxury type items were forcibly taken from the population (it was the very first thing that happened). You could easily remove currency from this population and just replace it with some cheap and basic food item, like potatoes or something.

This dialogue just goes on and on and it all says the same thing: ‘the guard is a bad guy’.

Ok, combat time! Interesting way to go about it. I’d remove the miner’s dialogue during combat, it is not necessary and only detracts from the situation. It is pretty obvious that it’s “not personal”, no need for him to spell it out. Also, maybe give an option to the player to not take action and let the miner win? Could result in a game over or whatever, but would be an interesting choice to present to the player instead of just forcing them to take action.

The transition from the fight to the post-fight scene is rather abrupt and jarring. A slower fade out/in would have smoothed that transition nicely.

Time to pay my debt… the character gives a different number than he had been giving. He says 385 now instead of 434 or whatever it was.

Walked into the building where you clock in for work. Why did the guard give me armor? I would think any form of weapon/armor would be forbidden for the population to have under such an occupation.

The homeless guy robbed me of 10 kel, but it doesn’t really give me any option to resist against that. The only option comes before that, whether or not I should beat up the homeless person BEFORE I even know he is a dickbag.

Vendor on the street peddling potions and alcohol. Again, I would think that the occupying forces would not allow for this because 1.) it allows the population to have its own commerce and money, and 2.) intoxicated workers are poor workers. Being systematically abusive and sometimes killing workers serves a purpose to keep everyone else in line, but letting them get drunk is just disorderly. Not to mention that any occupying force will want the population to be reliant on only the occupiers for all sources of comfort, food, etc, to create a system of dependency.

Ok, that is the end of Day 1. Let’s see what fresh hell Day 2 brings.

So the whole tax inspector rapist murderer thing is even MORE obvious and in-your-face. It’s not as interesting when this is spoon fed. The scene would have 10x the impact if you cut waaaaay back on the forced dialogue.

I can’t take the dialogue with Valentina. I am going to call it quits here, put in quite a bit of time into the game at this point, not sure how long it is.


Final Thoughts:

So my first impression is made by the art and music, both of which are great! I really enjoyed the custom graphics, the characters, all of it. Visually, everything pulls together consistently and paints a picture of a bleak dystopia. The music helps underscore this. It works very well. There are a lot of interesting animations on each map that help each area feel alive. I am particularly fond of the flowing electricity.

The story, in broad strokes, seems like a decent one. I am not entirely sure where it's all going, but the world feels consistent. It feels like a world. The atmosphere is fantastic, and there are some things I was left wondering about, such as what is the thing that was eating the bodies at the bottom of one of the holes? I also found myself wondering about things like the Inner City and the ruler, and pondering the background of what is going on in general - who are these people, why did they choose this place, these people, to lord their regime over? I am not saying you need to spell any of this out, these were just fun questions that made my brain move, and that is a good thing.

What I did not particularly enjoy was much of the dialogue. Honestly, that is really the only part of the game I have a gripe with. There are a lot of NPC characters to speak to, but they all have the same exact 'voice' - woe is me, when will this end? What did we do to deserve this? Why is this happening to us? over and over, ad nauseum. The guards and tax guy are not any better, just with a different gear shift - hahaha we are your rulers, you do what we say or we kill you. It's not very stimulating to read, nor is it particularly believable. Actions always speak louder than words, and I feel a number of scenes would have had way more impact if you cut out the dialogue and just let the actions unfold for the player to witness. Let the player come up with their own conclusions about the morality and ethics of the situation, don't spoon feed it to them.

Overall though, the world in which this story takes place feels like a well thought-out one. It's bleak, it's oppressive, it's violent. But, sometimes, that is what life is.


Overall, I say good job! I really feel with a bit of spit shine and polish to the dialogue, this game could be superb.

 

 

 

 

 

 

 

Developer

Thank you for the review! This helps me a lot with my writing. When I made this game, I wrote everything pretty quickly so I didn't care too much what the npc was thinking as I just wanted to say something along the lines with the main story since I played too many retro rpgs, I just skip npc dialogue. As for the story dialogue, I think I over did it with telling lol. It's been a bit of my weak point but I'm working on it. I'm going to cut the dialogue by 60% and take your advice on that - to the point and let people think and make their own choices. And I'll think of something subtle for the npc without telling. I think I read it somewhere on the internet where npcs have "dog barks" everyone tells the same thing but you have to tell it a 1,000 different times in an interesting way.

I literally am spoon feeding people what to think hahaha but you also gave me a very interesting idea of morality in this game. I think I'm going implement it with the npcs. Let the players choose what they believe is right with the option of doing those choices.

You know what's funny? I actually watch the pianist and I loved that movie. I've seen some nazi war movies too and they are always interesting to me. You think you could tell me an example how you would change the dialogue for the npc girl that was shook? That might help me a lot since I'm still learning show and not tell. You were saying you wanted to take a page from the movies you listed.

You're right about the currency. It could be easily replaced by food and other things. I think I might take your advice on that. You gave me another game idea to alter to make survival a bit more realistic.

Wow, I'm actually glad you like the art. I'm no artist but thank you so much! I tried my best haha.

There's only 3 days to this game. If you can manage fighting off the forced dialogue, there are very two major twists and turns in this game and the beginning is just a slow premise which I will need to shorten a lot.

Submitted

Definitely put the situation in the player's hands and let them come up with whether or not they wish to take a course of action based on their morality. The whole taking money from random dressers and such thing comes to mind - I felt bad about it afterwards, but it wasn't really a "part" of the game so to speak. There were no obviously bad consequences to taking the money (the money was probably put there to assist the player anyway), so the only bad consequence in the end was my own conscience which is more than enough, and in fact, preferable to a tangible in-game consequence.

It's been years since I last watched The Pianist, but I can think of two distinct examples of scenes that had very little dialogue but had a huge impact simply by showing and not telling. The first scene that comes to mind is when a group of Nazis go into a family's upper apartment. They give everyone a simple command to stand up. Everyone does except the grandfather who is in a wheelchair. They repeat the command to the grandfather, who can't stand up, he just sits there and nobody else speaks. The Nazis then wheel grandpa to the balcony and throw him over. That was the pretty much the whole scene but it was important. It showed the viewer that the Nazis had supreme control in this place, but not only that, they were incredibly cruel and unreasonable, not to mention thoroughly authoritarian. The second scene that pops out to me is later on in the movie when the main character is standing in a line with a bunch of other people. A Nazi officer comes along and just points to random people saying "you", "you", "you" and those people would step forward and lay face-down on the ground. The Nazi officer then very casually shoots each one in the back of the head that were on the ground, until he got to the last person. The gun was out of ammo, so there is this long pause as the officer very casually reloads the gun (all the while the camera was focused on the guy's face on the ground) and then shoots the man in the back of the head. This scene always stood out to me because it shows (and not tells, as there is almost no dialogue at all except for him pointing out people), once again, the supreme physical domination of the Nazis in that place, and it showed the absolute helplessness of the people they were oppressing. Nobody could fight back, the guy couldn't run for his life because he knew it was hopeless, but more to that, there is also this instinctual glimmer of irrational hope that "it happened to other people, so it can't happen to me". 

There is a certain human instinct quality to both of these scenes where people just stand and watch without doing or saying anything, no matter how horrific the scene because deep within our brains we have this thing that tells us that we can't die, horrible things can't happen to us - these things happen to other people, but not me. That is why, throughout all of history, there are so many cases of people just standing by and doing nothing while terrible things are perpetrated upon others. How many times have a row of people been lined up to be executed, and none of them do anything about it? A famous historical incident also illustrates this sort of "group hopelessness", the murder of Kitty Genovese (feel free to google the wiki for it). Basically this woman in the 60's was murdered, and there were something like 38 witnesses who either saw or heard it and nobody called the police because nobody "wanted to get involved" or they thought "someone else would take care of it".  As long as it wasn't happening to them, they were relatively numb to the crime.

To shift gears slightly to the motives of most Nazis, there is the ever-famous "I was just following orders". There was a great psychological study, the Milgram Experiment (I highly recommend googling this one), that showed that most people are willing to obey someone who at least appears to be an authority figure, often to the point of inflicting pain and cruelty on other people at their behest. This study pretty much explains the psychology of a good deal of the Nazi guards in places like the ghettos and work camps in WWII. Most of them simply were obeying orders that were handed down to them by leaders who gained power on the back of rampant racism and nationalism.

How all of this could apply to your game... Instead of having NPCs constantly lament on the hopelessness of their situation, they might be a bit more numb to the happenings around them. Someone got dragged out into the street and shot because they didn't pay taxes? Better them than me. That can't happen to me anyway, that only happens to other people. I don't  want to get involved or stick my neck out.

That doesn't mean SOME can't lament their situation, but when you think about the real reactions of the majority of people in similar situations in the real world, they don't talk about it. There is just this feeling of "at least it wasn't me". There is always this prevailing sense that "if I do what I am told, everything will be fine" that eventually sinks in to an oppressed population. There are always undercurrents of resistance somewhere, but they are very secretive for obvious reasons, and they are generally small. It is hard to motivate an entire population to a course of action that very well might end up with all of them murdered. Plus, at least the bad things aren't happening to them, so why should they get involved? If they keep their heads down, do what they are told, they get their daily potato and all is well.

Submitted(+1)

So I'm just going to do what I typically do for reviews and post a reaction as I play then a nice little summary at the end!

So first off this music and art is absolutely breathtaking. What an incredible style, and that cutscene hit hard. I love that I can still go through houses for stuff, it pleases my inner child tremendously. A small...not bug really but if I try to talk to the woman by turning left at the stairs it mistakenly takes me up the stairs. Not a big deal as I can walk around and do it, but a funny little quirk I noticed. The sheer amount of hidden items is awesome. I'm happy I take the time to talk to everyone otherwise I may have missed the quest! Man this game is hitting me in my feelings, small note, his miner number changes.

Another bug with the mines, say I picked up the extra 7 from the first day, then sold them and picked some more. He'll say he has 10 ore when he only has 5. Also I have no idea where to sell this extra loot im finding.

That ending!!! I'm so interested in a potential sequel!! It may be a bit mature for this contest, but if that's not an issue you definitely beat mine!!

Shame that not too many people have played this! What an incredible game!

Developer(+1)

Thank you so much for your feedback!!!!! It took me hours of my days to actually finish this demo. Lots over overtime and sleepless nights haha. It is a bit of a shame that people aren't trying this. Maybe it's my page presentation. I gatta work on that haha. I need a better title image and better screen shots. Those are always hooking. I'll probably need to commission someone to do this hahaha.

Submitted

I genuinely don't know why?? The presentation looked great even on the entries listings... but if I knew how to pull people in I'd certainly have more traction too... 

oh! As a matter of fact I realized I didn't include this question: I'm unsure where exactly I was supposed to sell the scrap items I found? It was confusing since I'm confident I explored every part of the town? And I was unable to complete the guard's quest too..

Developer

Those aren't implemented in the game yet. I wanted players to hold onto their junk just when they lost everything :) As for the guard quest, that hasn't been implemented yet either.