Absolutely brilliant! That was something else hahaha :D Such a great concept, and the suspense — the curiosity about what was going to happen next — pure genius!
Arshen
Creator of
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I absolutely agree with your opinion above, and thank you so much for it.
Unfortunately, quite a lot of things that were actually planned for the game ended up defeating us time-wise, and yesss — the effect you mentioned was indeed one of the planned features. But with the amount of things that still needed to be done, made it in, or sadly didn’t make it in, the idea for that effect simply got lost along the way.
You can be sure that if we continue the project, keep improving and polishing it, your feedback — along with all the other fair and valuable comments here — definitely won’t be forgotten, and we’ll remember it :) <3
I’m really happy that despite all that, you still had a good time playing.
Thank you so much <3 It really means a lot to read comments like this after spending so much time sketching everything on paper first, and then polishing it all in the graphics program so the art style would come together properly.
Those were two very intense weekends of work just to get everything implemented and connected, but reading comments like yours makes it feel completely worth it.
Honestly, thank you so much for asking that, because it genuinely made me realize that not everyone might immediately feel or interpret it the same way. For me, the whole ‘Charon’ concept felt so obvious that it was actually my very first idea for the theme ‘Connections’ — aside from another transportation-related concept I had in mind.
Charon is someone who connects the world of the dead with Hades — the place where souls are judged. Charon himself is the connection, the ferryman. In our concept, Charon takes a soul (the wisp inside the lantern) and transports it not only across the Styx, but through the entire Underworld — the realm of the dead — so the soul won’t wander aimlessly.
So your task, in terms of the ‘Connecting’ theme, is to guide the soul through a world hostile to the wisp-soul. The monsters were temporarily called ‘Soul Eaters’ — there’s actually a note and some concept art about that in the credits section showing how the game was made, so I just wanted to mention it so it doesn’t sound like I came up with it on the spot now 😄.
You are connecting the souls — guiding them safely to Hades.
Seriously though, thank you for asking that question, because I can totally imagine a lot of people simply not feeling or interpreting it that way.

