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(+4)

Did you really manage an 11-person team? DAAAAAAAAMN. That must have been a huge amount of work! I thought the central story was very sweet and poignant, and told in an effective way. The character art was cute, I liked that it had full voice acting, and there were some cleverly done aspects to the 3D scenes, like how the camera inverts when you see a memory. My issue, and unfortunately it's a big one, is just overall unity and cohesion. It's really hard to build a game with this many contributors and make it feel like it all goes together. Of course you want the dream sequences to feel distinct, but you don't want them to feel like it's a scene from a completely different game. Likewise, there's a fine line between the dream sequences feeling surreal and unsettling and the dream sequences feeling like a jumble. It's such a nice story--some more stylistic consistency will help deliver the story more effectively.

(+1)

Well put! Sadly the biggest challenge for me was trying to get the 3d scenes together on time, so art lost cohesion for them, while they are supposed to feel dreamlike and unreal, I did want more visual consistency with the novel segments. Given a longer deadline I would have liked to have hand drawn art for the memories you encounter in the dreams. I was hoping the fragments would give a bit more of a tie to the overall story for feeling there. 

(+2)

I forgot to say, even though for the majority of the team this was their first jam, they all worked very hard and together well. Work was split effectively and a few of us managed the VA's so everything was pain free as far as managing the team.

(1 edit)

In terms of contributors to the story and gameplay, it was just a six person dev team, but we had quite a few voice actors, yes!

As Chris said, for a team of mostly new developers, everybody was surprisingly hard-working and reliable and we all wore a lot of hats with little to no miscommunication. (And on top of that, our VAs were very accommodating even when our deadline was fast approaching).

I came in as a secondary writer about halfway through the jam, but as far as I understand, everyone was following one preset, central narrative that drove every element of the game. In hindsight, I think it was the late stage attempt to stay true to the original scope of things that contributed to that stylistic dissonance you mentioned. I appreciate your valid critique though! It's given me a lot to think about regarding production and writing :)