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Borgarlover

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A member registered Nov 02, 2024 · View creator page →

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Sayde is cute, the soundtrack is sweet, the story is romantic and I liked what you did with the fireworks (including the way the camera moved and the lighting effects).

I also found it interesting how it

loops so flawlessly. Makes it look very distinct. And maybe some symbolism can be found there because, for example, they’ve been talking about being together forever. I guess they will be. Maybe, in a sense, that’s the happiest “ending” they can have.

And it made me wonder if it is actually toxic.

I guess Sayde can be considered to have toxic traits which the MC enables because of her own issues probably. But the way you wrote it makes it look like they complement each other, like they’re made for each other, so, in a sense, this may be actually wholesome.

What a cute clown girl!

And I don't know how to mark spoilers so, to all reading this,   

BEWARE OF SPOILERS BELOW!

Now, without further ado, on with the comment.

I played the game two times. Once on my phone because I couldn't sleep and second one on my PC because I wanted to remind myself of what I wanted to say about it. Well, playing on my phone, the graphics were sort of messed up. Playing on PC was so much better. I liked how you played around with the graphics (movement, zooming in and out, effects on font, etc.). It made the game much more lively.

I also liked the "fifteen minutes, Clara" thing. To me, it seemed like an efficient way to make the plot less confusing.

Also, on my second playthrough, I noticed all these cool little details in the writing. I don't know if it was all intentional, just my own personal interpretation. It's peculiar that she's using a funhouse mirror to do her make-up, seems to go along well with the themes of self-perception, and it's been specified it's difficult do her make up in it, as in it's hard for her to prepare for the show with her self-image. Also, the "Clara" who made her remember why she's doing it all was literally her assistant.

Moreover, I noticed that sometimes the "fans" would reply to Clara's thoughts beside her words (like "She said she's a fan" and the "fan" replies: "Absolutely"). Seemed like some clever foreshadowing. In fact, I could tell you. The part where the "audience" was revealed gave me goosebumps.

This was a nice read. Makes me want to think about how much I'm doing something artistic (like games) for myself and how much for others.

Such a beautiful soundtrack. But, when it comes to sounds, it makes me wonder how exactly you got over the "1 sound effect" limitation because I hear at least two: the "bim!" when making choices and the typewriter sounds when the narrator text is presented.

Other than that, specifying this is for the O2A2 jam, make the visuals so much more interesting. How the riding is presented, how the zooming in and out is used, and maybe my favorite part is how the slow dance was presented. I also liked how the crazines was presented in the eyes.

Speaking of writing, I especially liked the "I was the first one to make you feel loved" part.

The soundtrack was interesting in how it was so intense for a background track. And I liked how many choices there were. I remember thinking "Please, let me make a choice of what I would like forget" and the choice came up! 

The voice acting made it so much livelier. And I thought illustrating with visuals the fact she gestures at the bottles would make it even more lively. Maybe with some movement in her arm or a movement on the BG may be within the constraints of the O2A2 jam. Just an idea.

Cool soundtrack, creative use of the O2A2 limitations (especially using a flashlight on 1 BG). The game was short but it packed so much tension in it, probably the most exciting and stimulating of the games I've tried in the jam, I played it at least 2 times. Then, I checked out the spoilers, had a big "Oooooooh" moment...

A few more remarks. You can consider not having the MC's "name" displayed if that's just them thinking to separate their thoughts and spoken words. Also, an idea came to mind that, using persistent variables, maybe the MC can be the "6th" in the next playthrough. Just an idea.

#relatable

Anyway, what I like about the game are the facial expressions which were amusing and lively. 

The GUI was simple but it served it's purpose. My favorite part was probably how the names were a little to the right if the MC was imagining someone else talking. I wish I had come up with that!

The game seems to deal with a topic which is not fun but it was written and visually presented in a sort of chill and hopeful way. I played it 3 times without skipping anything.

And, by the way, as a lover of music, I was intrigued about the shirt. Too bad it was never shown or explained.

I don't know how to mark spoilers so, to all reading this: 

BEWARE OF SPOILERS BELOW.

Now, without further ado, on with the comment.

The soundtrack here was pretty cool, gives me some 90's, alt-rock vibes.

I also liked the atmosphere which was created with the lighting, the small particles and the siren sound effect.

The game gave me different feelings. At first, I was just enjoying the conversation, I didn't find it awkward, just chill and relaxing. Like a little break from all the drama in the world. Then later, when I realized what is going on, it became tense and intriguing.

The ending was interesting in how, in a sense, there was no ending... At first, I thought it was simply anticlimactic. But I thought about it a bit. It seems to go along with the theme of the game: soon things will end, enjoy it while it lasts. So the game itself was the cup of coffee that I could allow myself to enjoy before it ends.

First of all, the soundtrack. I've checked out some games in this jam and some are pretty cool in how the create the mood, the atmosphere. This one's interesting in how it sounds so chill but also makes me want to move a bit. :D

Another interesting for me was the dedication to the sea theme, I think I've noticed it everywhere from the clothes to the restaurant to the questions, even the bag and, if I'm not mistaken, both names are also references to the sea. And I liked the custom cursor and I could suggest it could also be sea-themed. Maybe a little fishy like the one in Anemone's hair would be cute.

Other than there were the things I found distinct: that one of the main characters in the game is a cross-dresser with one eye and, of course, that the gameplay focused on answering trivia questions. I wish I had come up with that! It was a nice way to pace the game.

Another thing I liked is the dynamic POV, how it wouldn't be stuck in one place like watching a TV but I could see where the MC's eyes were going, including that part where the MC nods her head.

Also, the effects on the text were a nice touch.

My only complaint is that I wanted that honey-smoked salmon... XD

I could tell before playing this that this would be a distinct game. A puzzle game in the form of a visual novel but which doesn't show any characters and the choices are comprised of pressing the buttons on the phone.

But maybe my favorite part about it is the atmosphere, how immersive it is: I was immediately drawn in by the visual effects, giving me 90's vibes, the POV, the ambience of the night, that you have to press the buttons on the phone manually. It was a pretty cool experience.

I liked the themes of inequality but my favorite part of this game was probably the soundtrack, cheers to the composer!

Thanks. ^^ I've never been in that role but I might want to try it. Ok, let's talk more on Discord.

Hello!

I'm intrigued by your idea, I would like to hear more and maybe I can help. I've been a lead, writer, programmer for everything on my profile, except "Games where I helped"). And I've done some WLW projects and I like the idea of trying to do more with it (e.g POC characters, working hard on someone with low approval). I've done The Runner (The Runner by Borgarlover) – WLW, dramatic, artsy, touching on disability, mental and physical. And I've done Be Nunner (Be Nunner by Borgarlover, shrimpdreams, seangle, samueldarknight) – WLW, comical, sweet.

You can write to me on Discord (borgarlover_).

Have a nice day! :)

Alright, I sent you a friend request. :)

Hello! I'd love to hear your ideas and team up for a small visual novel with no strict deadline. I have experience in various roles when making a visual, including programming. May I contact you on Discord?

Okie dokie. :)

Many things resonate with me here so I'd like to talk to you. Do you have discord?

I've been playing the game for a while, trying different choices/paths, to get a better picture of it all. And here's my review. For those, who've not played it yet, SPOILERS AHEAD. And, without further ado, let's get to it.

We can start with the main menu. I'm not sure what "011 remake" is supposed to mean but consider changing it to "Duality". I can see a certain contrast in colors in the main menu which I think works both thematically and symbolically. Though the bright colors are dominating for some reason for which there might be some meaning but I could suggest making the main menu more balanced, with the characters in the center. Perhaps even having two sets of buttons on each side which would make it more distinct. Also, I think the characters look much better in main menu than in the game.

When it comes to the game itself, I think a custom GUI was a good idea – makes it look more solid, more professional. One of my favorite parts of the game was the limited color schemes for the backgrounds – made it look more atmospheric, maybe even a little creepy. And the changing font made it more interesting, too. But I think there are still ways the art side could be improved: more backgrounds, maybe some animation to make it all more atmospheric and lively. Also, maybe at least some silhouettes of the teachers, classmates, etc. Moreover, you can consider making separate art to distinguish oral dialogue and texting.

And, at first, I thought it was weird that there is one body but two sprites for the personalities, especially when they talk about looking in the mirror but we don't see mirror with the reflection. I suppose it can be confusing and it does make one wonder how exactly does the protagonist look (especially considering Eva says they both have the same face). But I've come to think that it doesn't really matter how the protagonist's body looks like and this two-sprite presentation actually makes it kind of cool. Also, this gives you an opportunity to eventually show how the protagonist looks like as an additional touch/twist.

The story itself is maybe somewhat niche? It deals a lot with introspection and certain psychological issues. And you could consider giving it relevant tags (e.g. "psychological"). Personally, I like psychological elements in stories and another one of my favorite parts of it was seeing the world through Eva's eyes. I could relate less to Evan and I think that's another benefit that this game has: the opportunity of having, in a way, two different protagonists. This is something you could consider emphasizing/advertising in the game's description. To make the story more exciting, it could maybe be faster-paced, could have more intrigue, more emphasis on things which are not resolved.

Moreover, this one part seemed off. The protagonist on a yellow pill when meeting Melissa for the second time. When they take the blue pill, Melissa goes "Oh, now you're quiet!" Could she have made that judgement so quickly?

I liked that there were many choices and the story could go in various directions. Having two protagonists with different outlooks and ways of handling things made it especially distinct. And I liked the options to check out things in the room without being forced to go through everything.

I also liked the music throughout. It sounded cool, distinct, matched the eerie vibes. And I liked how it would shut off for dramatic effect sometimes. Though going along with the themes of duality, you could consider giving Evan a more contrasting soundtrack along with the contrasting visuals: maybe something faster, more energetic, more upbeat. Maybe even almost jarring and harder to listen to to match his mania.

I also liked that you put some sound effects. And maybe there could be more. For example, there's a part where the door hinges "cry out" – there could be a sound for it.

And I suppose it's typical for visual novels to have a certain mismatch between the text and the visuals. For example, if a character is unlocking a door, the sprite could show them with hands in their pockets. But I personally prefer a greater match. In fact, in many cases, I think you could have easily made it work better. For example, if the character is already outside, the background could have changed already. But the changes would sometimes be "delayed" here. Also, there are other mismatches I kept noticing throughout the game. For example, I think it was Melissa's skirt that was called red but it's more like violet/purple? Another example: Evan looks nervous when telling Melissa off (not looking her in the eye, beads of sweat?). That doesn't look like him. Some sprites seemed to have been also missing. Like when Eva looks at the lamp: there's a message about something missing in the game. Also, at one part, there was supposedly a knock on the window. But it sounded more like a knock on the door (wood, not glass).

Also, I think there seemed to have been a few punctuation mistakes. For example, "No seriously". And strange spacing between words (like two spaces instead of one). For example, I think this was one part where Evan says: "THIS  is MY calm." I can consider the spacing to be a stylistic choice, maybe it can be used as some emphasis of themes of fragmentation but I didn't know what to make of it here. Just looked like a mistake.

I thought it was a nice touch that the game shuts off after Eva goes to bed. It's a distinct way to end a game and I think it went well with Eva's ideas about one day being dead and the fact she's gone to sleep and, as it was mentioned, not thinking about anything when she's asleep. But it ends the same way with Evan. So you could, again, consider making a bigger contrast here: instead of a matching abrupt ending, it could be more like a slow flash of light, mimicking a limelight to go along with his dreams of being in the spotlight or maybe a vivid transition to represent his mania. It could also lead not to the window closing but to the main menu. It would parallel the different mindsets where Eva is constantly thinking about death and Evan is talking about new beginnings.

By the way, you could pay more attention to content warnings. For example, there is swearing in the game and some themes can be too heavy for some readers (suicidal thoughts, bullying, etc.).

All in all, I could tell you I liked the game. It had many cool things but there are always many ways something can be improved. I hope you find my review encouraging and constructive. And I wish you good luck developing it further.

I'm interested in examples. I've send you friend request on Discord.

Thank you for these assets! They were very helpful for my visual novel Buuuuuuuuuuurger! 

Ok. :)

Hello! I'm a game dev, looking for a new project. And maybe I can help (programming, writing, direction, etc.)?

When I read your post, I thought we might complement each other pretty well. Because I make visual novels in Ren'py but one using Ren'py can benefit a lot from Python knowledge. And I just happen to have an idea for a game with themes of the relationship between humanity and technology with strong themes of programming. And I thought Serial Experiments Lain was very freaking cool! 

This line really stuck out for me: "I'm a very responsible person that puts a lot of effort in the projects which I believe in". I am very much looking forward to working with people that are taking it seriously. Because I take game dev seriously, too.

I've found a voice actress to do a bit of voice acting and some royalty-free music which seemed fitting enough.  And, after some polishing and testing, the game is out! 


Buuuuuuuuuuurger! by Borgarlover

Yay!

Thank you for such a nice and thoughtful comment. ^^ I'm glad you had so much fun with it and were interested enough to get all the endings.

You're very welcome! And I'd just like to add one thing. I've played quite a few of the games in the jam. In my opinion, the kiss in yours is one of the best. I liked how the visuals were supplemented with the context/writing. Best of luck to the team.

Cheers!

You're very welcome. ^^

I wish I could give the bard a hug. We all make mistakes, it's all good. Better that all those artists make mistakes but release all that beautiful art into the world than just not make any art in case there are mistakes. Got your back, too, StarJax. Go knock 'em dead, buddy! :D

And, yeah, you can still update your game, make it shine even brighter. 

Cheers!

Cute graphics, nice music. I like how the fairy-tale book vibes were built with the GUI and the page-turn sound effect. And I like how many choices there are. 

Too bad it's still just a demo and there's no kiss... :'c

Cool graphics, cool music, cool atmosphere.

What a sweet little story! 

I found it pretty refreshing how everyone was so supportive of the slime trying to woo the princess. And that part with how they helped the bard holds a special place in my heart. I would have said that's my favorite part but I was especially touched by the part with the gift towards the end (not to mention how intrigued I was about how the gift was supposed to be something for someone who already has everything...) and the finale.

What song the bard could've played is "Oh Dragon Princess, I think you're rad, I wanna kiss you, right in front of your dad..." XD

I guess I was always thinking there's more to the "adventurer" and there's something about that sword but I could not figure it out. The reveal was pretty cool.

And the kiss was sweet. But also, it was so distinct that I'm giving it an extra star.

Other than that, I liked the music and how many choices there were.

By the way, I found a bug. That bug was a moth.

Pretty graphics, nice music, meaningful choices. And I guess I found out how NOT to kill a vampire lord... XD

Ok, thank you. :)

Thank you again. XD

Thank you, thank you, I'm glad you liked it. ^^ 

Yes! Yes, the artist is great! And thank you for the tip. But I don't know how to do a web version. Can you say how you did yours?

You're welcome. And I like the idea that Mika is cursing so much that censoring it all manually is too much work. XD

So I guess you only got the endings 1 and 2? Then you may be in for a treat if you go for ending 3... XD

I'm excited to share with you our entry to the SWAK jam 2026: 

Be Nunner 

(Be Nunner by Borgarlover, shrimpdreams, seangle, samueldarknight)

It's a short romantic comedy VN about a nun, who kisses a succubus, and tries not to go to hell (or not).

I know, right? 10 points to the artist!

Thanks. ^^ This all may come in handy. I'll save it for reference. Also, lol at the "try dying more next time!".

What more could a dev ask in game jam comment? :D My goal was to make people laugh and make them feel all warm and fuzzy inside. I'm glad to have met such a good team!

Thanks for the nice comment. ^^ By the way, which endings did you get?