Recent community posts
this is very moody and cute. you might want to consider turning the 'near clipping plane' in the camera like waaaay down. i want to look at things up close but if i get too close they don't render!
thanks for resolving that crash, i finished the first chapter tonight! that was just the right amount of creepy and felt really tight all the way through.
one thing i noticed was i never really used any of my trait options, just because both of the traits i chose (spiritual and street smart) were more action-y traits- but all of the gameplay in this chapter was highly social. like whenever one of the choices was trait-specific it felt like very antisocial behavior so i never used it, but since this was kind of a passive episode i never got to do anything cool with the active side of my traits, if that makes sense. i'm sure once the plot gets more involved those traits will become more useful, but for now it always felt like i was waiting to use them.
all the art and music for this is excellent, obviously. and the writing and character design all felt really cohesive and on-theme. i'm curious to see how you do sequels for such a variable game, like do you plan on always resolving to similar plot states or are you gonna try to integrate systems that are able to see your old save files and maintain continuity between episodes? i'm excited to see where this series is going~
i'm running on mac and it happens when you talk to stella in town and say you're worried about your cousin. it goes through the whole dialogue but crashes before a new option prompt appears
weirdly i think my favorite parts are the big open areas without platforming, i just like the art style and ambiance, especially the little park at the end. would love to see something with more focus on those kinds of spaces- they look super good in this palette
you can share level codes here! here's a little demo village i made
this is neat~
i feel like it would benefit from some more easy enemies early on. it kind of feels like it's equating 'easy' with 'less enemies' which just slows down the early game. also picking up money would be a lot more satisfying if you had a bigger collection range, having to physically touch individual coins feels bad in large volumes.