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aluu.syd

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A member registered Oct 03, 2024 · View creator page →

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I really enjoyed the puzzles! They were a good difficulty and it was clear as to what would be helpful to check. Sometimes in puzzle games, there is a lack of direction, which often leads me to brute forcing my way through to getting the answer. I also enjoy the visuals for the game. Even in a simplified state, it really feels like a computer.

I'm in love with Merlin. I'm so glad that we get to see him. Anyways, the dialogue in your game was VERY humorous and I loved seeing the text change (whether it be for a name or a vulgar word being changed to more fanciful one). It says a lot about our protagonist and the characters that he works with. I was not sure if I was meant to read each sticky note on the map, but I felt a little tired after going through 7 of them. Is it important for me to read through it closely? I chose to allow the map to be published, though I actually do not know what the criteria is for something to be published or not.

I really enjoy that your narrative is fragmented. I haven't played through the other choices yet, but I find myself wondering as to what happened to the other character. Although he is very prickly, I like to be nice to him. I'm not sure why I'm driven to be nice to him, but it's likely because the two seem to have a history where their relationship was not as strained. It was also scary (but a little humorous at first) to see him change during each visit. I like that you directly addressed the fact that he is red (drenched in blood) because I initially thought it was unintentional. You really have a way with words as you grotesquely describe his body. I found myself nauseated as I put myself in his place.

I really enjoy your art style! It really shows how the Protagonist (Mr. Glad) sees the world. I also like that there's different colors for the names of each character. It is nice for quickly distinguishing when the speaker changes. I wonder what has been depressing Ms. Sad.

I do not have headphones with me, so I cannot give my thoughts on the audio, but I enjoy the dialogue for each character. They both sound very human while also partaking contrasting personalities. It was stressful to take the quiz in the beginning but also relieving to leave that space for the great outdoors. I do not think I would have gotten all of the answers right, if I had not known that each of of the answers were C, but I think it would be humorous if there was added dialogue for if you got everything right. I'm really curious as to how their journey together will go.

I really enjoy being introduced to all of the characters before we start the story. Although we do not get to know the characters too closely, it is easy to understand their personalities from the way they speak, interact, and appear. I think it would be interesting if there was another thing you could do in the Pizza Shop before being routed back to the Fried Food Store but I do like that there is alternative dialogue for this choice.

I really enjoy that the player has the autonomy to explore different locations and unlock different dialogue. Your characters are also very visually striking and easy to remember. Do you plan on letting the player re-visit the dialogue choices they've already chosen or do you envision yourself removing them after they get seen?

Very cute! I appreciate that there's a motion sickness-friendly option and I really enjoy the illustrations. It was funny to hear them play music and I liked being able to choose who I wanted to hang out with. I chose to stay small with my little bug friends.

Very funny! I really enjoy the combination of photobashing and illustration. Seeing the toys inside the machine is very cursed but humorous. The first ending that I achieved is the one with the carbon monoxide poisoning. The second ending I achieved is being friends with Josie. I also  enjoy how there is ample amounts of alternative dialogue.  

It was fun choosing what you'd like to look like. I also empathize with the protagonist as they ruminate about what they could look like alongside how they feel frustrated with how they pick apart themself.

I really enjoy the character designs and the amount of situations there are. I encountered an error part way after encountering the young couple again, but it was fun deciding what to tell each person. For each person, I tried my best to give them a mix of what they wanted to hear and what they needed to hear. (Study for your exams, you will be together forever, quit your job, and my job is sham)

I ran into the same error

I had no idea that I had broken my game by the end. Thank you to everyone who commented. Ahat helped with resolving the issue. I also tried to fix the bug with the box.  (Famous last words, likely) If another issue arises, feel free to update me.

We're a claw machine in a magical world! I ended up being a phenomenal claw machine by letting many people win (although, by accident). I was a bit confused at first with the wording (I may have encountered a slip of words) because I thought that "drop" would be "release into the prize slot" and "keep" would be the mischievous choice.  But instead, my machine kept the prize anyway. After a while, I realized that the meaning were what I thought, and I think it was just for the encounter with the couple and the scalper. I also noticed that the words would sometimes change from "Lift it up" and "Let go". When I first saw those options, I thought there might be an option to tease the customer, but I eventually learned that it was actually more direct than I had thought. It was really funny to see different ways the characters could react. My favorite moment was when I  figured out how to inconvenience the scalper. I hate those kinds of guys, so I'm glad I can ruin their day. I love that the days are randomized! It gives this game so much replay-ability. 

We're a girl who is stuck in a dream! I achieved the ending where she comforts her child self and provides the care that she had always craved. In the beginning, I noticed a small mistake where "Check Environment" is grouped with the story text and not as a choice. I also felt a little confused when the different names appeared (Hale and Hull), but I imagine that might just be translation error. There are also minor grammatical errors such as "Her's",  but it didn't take away from the beauty of the narrative. If you'd like to correct those types of issues, I think it may be helpful to enter your text into a program like Grammarly, which is for correcting spelling and grammar issues. Anyways, I really enjoy how intricate and vivid the descriptions are. I think it is very sweet that the protagonist still has a child-side to her, even if she may be older now. It shows that a lot of memories can linger and grow with you.

We're an artist who struggles with memory retention. Perhaps the character has Alzheimer's? I achieved the ending, where the character realizes that  his client was actually his wife, and tries to leave behind reminders to remember who she is. In the beginning, I was a little confused by how I could re-click each of the options. When I clicked them, I expected them to disappear, and when the didn't, I chose to click them again, to see if anything would change. Though, nothing updated. After knowing the context of the story, I think it is fitting in a way, as it would seem as though the character had just forgotten what task he has completed. Out of all of the options in the beginning, I think the one where he checks the appointment time should update after he's written down the Mira's appointment time. Other than that, I really enjoy the bittersweetness of your narrative and each character feels very human. I think I started to realized that Mira was someone more than just a client, when he gazed at the photograph and felt that the person on it was significant. Great story!

I'm a guy who gets burned and sick from eating soup! I reached the ending where Clover performs an operation on S. At first, I thought I reached a dead end, until I closely looked at the "Fin.". I think that particular font may be hard to read (or at least, it was hard for me at times). Though, I do enjoy the classical vibe of it. I'm not a religious person, but I do associate serifs with bibles and such. Great touch! I also really enjoy the world development for this game, because it feels adjacently human, but I know it's something very distorted. I also enjoyed seeing the different text types for each character's dialogue. The use of capital letters and gritty font is effective for showing that Ada is screaming as she speaks. It was also humorous to see how it visually clashes with the way Clover speaks (I imagine she's whispering). Opposites really do attract, don't they? Lastly, I'm so curious about how you were able to implement images as options. How did you do it? It's so cool to see!

I'm a guy stuck in an elevator, but everything seems to loop, just like Happy Death Day. I achieved the ending where Sascha leads me out of the elevator with her, and I get to escape. I'm really curious as to why my character is stuck in the elevator and if it is true that  he and Sascha have met before (either in high school or during the same interview). I really enjoy  seeing the text be accompanied with visuals. I think... if the illustrations were not there, I probably would have felt distrustful of Sascha and assume that she's a humanoid-looking monster. I also like that there are different options for every loop and that not all of them are mean (I'm the kind of person who likes to be myself and be nice the first time. And then, be mean in my next time). Great illustrations! I did not play with sound though. I wonder how many times I pressed the same button? And, I wonder if there's any hidden endings for button combos.

I seem to be someone who is depressed and (initially) has low self worth.  For my playthrough, I chose choices that were the most relatable to me, which involved the feeling of daily dread, forcing yourself out of bed, and getting distracted from my task (picking up the towel). I ended up with an ending, where my character develops a form of appreciation towards themselves. At first, I wondered if I had met a dead end, but when I reread,  I realized that this stopping point was intentional. (It may be because I'm so used to seeing ending being verbally declared when I reach them. Ex. "Ending A, You Win!, etc..) I think it's very sweet that my character was able to love themselves. I also really enjoy that I was able to keep on clicking the same option and unlock different dialogue with each click. Great game!

My magnificent form is none other than.. a little poop! I'm not sure how, but I ended up winning on my first attempt. (I thought I was being pretty irrational with my choices / adaptations, so I was surprised) I'm so curious as to how to input / text entry part works! I remember inputting (as "a counter adaption for the warplanes") "bigger warplanes" and at a certain point, the text mentioned that my character used their "bigger warplanes" to fly. Is it able to recognize certain things by context? Or was it by coincidence? I really enjoyed the whimsical nature of this game. It made me laugh as I drew the most questionable adaptions that my mind could conjure. I noticed that it is not possible to click on the Discord link, but I think the hyperlink for the email address worked (at least, I remember being able to highlight it. I didn't get the chance to click that one, because my laptop died. Either way, your game feels very polished! It's satisfying.

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We're a group of youths who chose to go our for Halloween! Based off of your note, I imagine the ending I received might be the same one that other people would arrive to. (Everyone came out okay and became friends with Spectra!). I initially struggled with knowing which character was which in the illustrations, but I was able to identify the characters once they wore their costumes. I think it may be helpful to have a panel that directly establishes each person, just as Rosie's panel did. It may also help to have  an assigned color for each person, just as Spectra the Ghost is blue. I thought it was interesting that we can choose who to follow, and that you are able to gather more information with each path (it makes them all feel very important). I thought it was really funny, to hear the doorbell. It pleasantly surprised me. I also liked seeing Ladybug (I'm a fan of that series haha). I love your illustrations!

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It seems we're a group of teenagers in a band, and not a  particular person (nor are we Mickey). Interesting choice! I wondered if we were a fourth person  because of the use of "We" (first person perspective), but I eventually figured out that there is no fourth person, because they are never addressed by a name and the group was established as a trio. I'm not sure if I achieved an ending or met a dead end, but I reached a section where Mickey seems to have disappeared. I wonder what happened to him. I enjoy that your narrative is fragmented, so that everything can be gleaned over time through implications rather than direct dialogue. I really enjoy your use of color for distinguishing Lottie and and Rivera. I'm intrigued that we don't know what Mickey thinks or feels from the options, but we know his actions. I think this choice adds a lot of mystery to Mickey.  I was baffled that Mickey's dad never picked up his calls. For a "perfect man", he does not seem to be a remotely good father. Poor Mickey.

I'm a struggling teenager that runs away to investigate ghosts! I got the ending where I became friends with the ghost, and we continued to be companions, although it did result in my passing. Your writing style is very humorous! I loved looking under the bed and find all of the things my character shoved down there. Very relatable.

I'm a diligent altruistic Wizard who works everyday, every morning and every evening. I achieved the ending where the Knight and the Princess reunite. I did not have any issues. Though, I did noticed that some sentences did not begin with an uppercase letter.  I imagine it would be a little exhausting to perform and read through every task  (Looking back, I think this is something that my game also has an issue with, in a way.) , though I did really enjoy reading each one. Very funny and well situated within the world. If your player chose to return to the beginning, maybe it would be convenient to have the option to skip seen content? Anyways, I fondly think about the time my Wizard guy swaddled the cat as a baby.  Lastly, LETS GO LESBIANS!!!

As I played, I felt tense--concerned for my character. Although I was  curious about my character's  identity, I chose to prioritize their safety above my own desire for knowledge. In the end, I reached the ending where I befriended the Smokeskin. I did not encounter any issues in my playthrough. My favorite part might be the beginning because it really captures that feeling of panic and confusion. There's so many things looming in your mind, it's overwhelming. Great game!