That was a wild trip, an awesome one though, from the town to the cut ending.
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A very interesting game, to say the least.
The premise is really intriguing, and the game capitalizes on it with interesting choices that actually matter. I spent a more-than-decent bit of time deciding what choice to pick!
The music and sound design is spot on, captures the atmosphere very well, with each scene.
The gameplay was well paced for the most part, didn't get stale like some RPGs sometimes get.
The portrait art is great, both hand drawn and ai generated(?) [the alien portraits felt distinct, which fits well!] it has a neat style to it. The pixelart felt a bit bland at times, where the alien's world especially could've been better with more unique shapes and symbols, and decorations more like the houses and towers. A more restrictive colour palette for the alien world especially could accentuate the vibe of Alkia. I loved how the Holl looked, reminiscent of Ao Oni's monsters, freaky and, fittingly enough, very alien.
There were a few minor visual bugs:
The character's head clipping onto the doorways, the chairs looked a bit odd with how the player walks through them [common in rpgmaker, but still odd nonetheless]. The ginger guy's character portrait has a stray line extending to the side in a few expression slides.
I'll just mention that I haven't fully beat the game yet, and just wanted to get my thoughts out before I forgot them, I'll probably edit this once I finish the game :]
So, after getting a few different endings, I'm quite interested in seeing all seven, I'll edit again once I get them/find a video of them
Aiming as a feature was something i messed around with, but i'm not sure if it could really fit, as it would probably break the level balance (from all the precise spots, though i might be able to remedy some bits with limited ammo and some arrow only/player only walls. It would make the game more about precision shooting, though that would be quite interesting)
I've added some alternative keys in a new build, for arrow key and spacebar users, will submit it after the jam finishes :]
It was quite interesting, I loved the monster and world design, felt quite desolate.
You can use the monster's slower turning speed to outmaneuver it, it's fairly challenging to pull off, pretty fun :]
from what I've read so far, the game development team behind irori, pome pomelo, has been on a break since 2019 for personal reasons.
best to give them space and hope the demo sees the light of day as a full game eventually, I for one really wish to see what happens next, lets give the devs their space, but still hope for irori!
I loved it!
cute art style with crisp line art and pastel colours, the game's main mechanic of trying to get the right sound was fun to mess around as all the sounds were pleasant to the ears. The game's world was pretty interesting with the marks left behind by what I assume to be people who were here before the player character, I'm also curious to see what's to the east of the playable section of the island.
English localization was pretty good, though I think the message on swapping items should be changed from:
"Replace [new item] with [current item]"
"Replace [current item] with [new item]"
just for grammar, its not a big deal ^^
I'll be sure to buy the extra content soon too.