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Cardigan

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A member registered Jun 03, 2021 · View creator page →

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Hello. I’ve tried to download the demo twice now and keep getting notifications about a Trojan in the game’s files. Can you guys find a remedy for this?

Congratulations! I’ve been looking forward to this!

A lyre is just a very early guitar, if you think about it.

What do you mean by that? Like, how long since it first came out? The answer to that one is 4 years, almost 5.

Much like the devs, there are many fans who are not from English-speaking countries! I myself am from Brazil.

An issue regarding 0.5.0’s Android release has been fixed. I apologize for the inconvenience.

Enjoyed my time with this one. The game is deceptively simple and that makes for a great story, but honestly it’s pretty hard to follow. My suggestion is making a graphic or a custom scene explaining the rules and situations more clearly and allow the player to open it whenever after the first explanation. Outside of that, story and presentation do a pretty good job of establishing and selling the stakes and characters in a really lean way. Even if I couldn’t fully follow the game, I shared in the MCs emotions.

This one was real good. Some of the best in presentation and story, delivering a good balance of action and drama that is sure to impress. I’m not big on some of its topics, but I think the “wizards in modern day” trope is handled well here. One of the best in the jam for sure.

This is another victim of ambition. There’s way too much the developer wanted to do and it all just doesn’t fit a month-long Game Jam. Multiple choices, apparently many paths, this was never going to be finished properly at the end of a single month. As to what is there, the prose is just very basic with a couple of semantic and grammatical errors. The way one of the characters reacted to the possibility of the MC being a trans person kinda rubbed me the wrong way (the whole situation did, actually, but I think, in part, it’s the intended reaction).

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The Greener Side is quite the competent little project. Though there are a couple of unique beats to it, the story is really tropey. Reading it, you can easily predict what will happen if you’ve consumed some media with a remotely similar story. That said, the times where the games does wield its more unique traits, it works pretty well. With a little more variety of inspirations, this could be a more interesting start to this story. Also it really could have used of some SFXs, it would really enhance the experience.

Expanding Sizes and Feelings was just okay. The prose and dialogue, though simple, are pretty effective and natural, byt what kills this one is the pacing. It starts in an odd place and ends before anything thematically interesting happens making for a very middle of the road experience.

This was interesting. I see what it’s trying to do, but it has something of an identity crisis. The story could be slimmed down pretty easily by cutting one of the framing devices or developing one of them a little more. As it stands, we have an unnecessary story within a story within a story that doesn’t really make use of its format. This tale could have had much more impactful if, for instance, we got thoughts from the MC and lost some of the info that appears to be there only for the reader’s benefit. Other than that, the sprites (while of quality) are presented in a very odd way, with two characters talking to each other AND looking at the viewer which ends up being a little unsettling. Overall, I enjoyed my time with this one well enough even if I can’t help but mourn its missed potential.

This was quite the enjoyable little project. The writing is a little lacking in some artistic depiction of what’s happening but the dialogue flowed really nicely. There’s something that could be done about the pacing at the very start, but nothing that harms the unique story. I wish it delved deeper into the horrors of the existence of a conscious mushroom, but I understand that’s not the focus of the story.

HERE BE SPOILERS

Honestly, I find this one is banking a little too hard on its premise. I feel like, if it wasn’t for this set up, say if they were cornered while being hunt down or running out of supplies while stranded on a mountain, the conversation here (literal and metatextual) would not be nearly as engaging. My feelings aren’t “damn, I’m sad for Nova and Albert,” but more “damn, I’d hate to be in their place,” which I’m not sure this is going for.

This one was pretty good. The presentation is pretty standard but the plot really saves it. The biggest problem is the English and the prose. It really weakens the emotional impact of some scenes, not to mention makes some of the narration awkward to read. The plot really is the star of the show and it’s worth a read for that alone.

This was an ambitious one, but that ultimately harms it quite a bit. There’s too much that the game wants to go through, but what it ended up as really is insufficient. The story that IS there is nice enough but everything goes by so quickly the reader won’t get the full glass of the inherent melancholy present in this set up. It really is impressive that all this paths are in a game jam project, but them individually leave something to be desired

This one was cute and the right amount of quirky. The lack of narration or internal monologue does weaken the impact the story it could’ve had but what’s there works well.

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Apathesis is quite the ambitious project for a game jam. It aims for something great (even calling itself gothic) but, while it doesn’t fully miss the mark, leaves a bit to be desired. That very ambition ends up a double-edged sword, where it becomes the game’s most engaging and memorable moments but make it extremely dense to enter in the first place. Writing is meandering and wordy which does absolutely fit the plot and setting, but really dips into tedium at points. Gameplay and pacing are excellent, though, Apathesis really knows how to drip information for the player, especially on a macro scale.

Great job on this, team, one of the best in the Jam.

Just one thing that I think slipped by is that Emillle’s “nametag” is incorrectly spelled as “Emille.”

This is one of the best entries in the Jam. In describing Cockhole’s 9:22 I used the term “impeccable simplicity”, and I feel the same way about this one. Donuts Holes is, ironically, pretty free of fat, making for a straight story that even has room for some choices and an alternate path. There’s not much that could have been added to improve this one, but this time, that’s a compliment.

This is another very raw project. The seeds of something interesting are in there but skill to work those ideas seem to be lacking. There’s not much more to say about this one.|

This one was really good, definitely top tier of the jam. I think there are a handful of issues with the presentation, but it’s negligible stuff. The writing is a little bit bloated with some over descriptions but that also doesn’t harm the final product too much.

This one’s very… raw. From prose to presentation an amateurish aura envelops this whole project. At points it is really hard to distinguish who is talking, especially with the wonky blocking going on when all characters (or, well, most of them) are on-screen. The titular mystery actually works for what it is; even if some tips come very late into the game someone following along can figure out what happened a short while before the reveal.

I don’t know exactly how I feel about this one. It works but I can’t help but feel its a little wooden, like it doesn’t really hit the emotional beats it’s going for. Also the blocking is real odd. If you ever wondered why VN will zoom in their sprites rather than show their full-bodies, here’s the answer. That said, it’s enjoyable enough and the twists and turns work pretty well.

Not very keen on this one. It was doing pretty well presentation issues aside, but things take a turn and its mostly to the detriment of the project. The prose is very… NeveN, which means it absolutely won’t be to everyone’s tastes. I guess the most disappointing thing is that the story doesn’t quite draw to a close but instead just ends.

This one was actually pretty good. Despite its current state, it does hit emotional beats pretty well, also planting those seeds of intrigue. Presentation and prose were just fine on their own, but working together they really make for an unique and fitting vibe.

This one was okay, with enough to latch onto but not really a lot that’s actually there. There’s a single choice so far and it is incredibly lopsided, where the obvious choice gives you vital info and the renegade one offers way too little as a counterweight. Furthermore the music is incredibly uneven with some tracks blasting while others are barely listenable. All that said, it’s a pretty decent effort.

I enjoyed it, despite its wonky prose and… unique artstyle, it all ended up better than the sum of its parts which is a success if you ask me. I was even kinda disappointed I wouldn’t actually see all 10 days but I understand it was better for the scope and flow of the project.

I don’t know about using this jam as a vehicle for future works but the craftsmanship on display, impressiveness aside, keep away most of my negative feelings towards that. It gets just a smidge meandering at points and the random references really threw me off, but it’s pretty great, specially on the presentation side of things.

Also, and this is of no fault of the VN, it uses the Jerma air drumming song and I cannot stop laughing

This one was… pretty basic. I see what it is trying to do, but it honestly doesn’t achieve it. Its briefness ends up being its greatest misstep, the lack of development making for a pretty disjointed experience. Too much exposition at once as well, maybe it would work best if it was more spread out. The art is charming, though, if a little too bright for my photophobic eyes.

This one is real good. It nails nearly everything with special attention to presentation. Going in, I was expecting the struggle of the story to be wholly presented “in character,” but quickly it became clear that would not be feasible. It surprisingly delivers on emotional impact, given you know how this story ends from the offset.

Also the best implementation of the Jam’s theme by a lot.

the Canis Convalescence is a pretty uneven project. The complete lack of music or sfx was a real turn off, but that paired with the lack of variety and little character development is what really kills it for me. It wasn’t exactly boring, what’s there is still engaging enough but it really needed more of it.

More specifically, you can mark you “PC” build as also running on Linux. The Windows build here is redundant.

Infelizmente, no soy capaz de subir una versión para Android sin los archivos originales. Esos pertenecen a Cobalt Studio.

Si te quieres, puedes jugar la versión en inglés para Android en el sitio original de ellos.

Hey, there! Thank for your interest in the story. We should have a devlog in the next few days explaining the game's current situation, so I ask you to wait just a little longer on the answer to that.

There might even be a surprise in it who knows?

I highly suspect it might be your Operating System. Renpy is known to not work 100% on that. Renpy 8 uses Python 3 for example and that just straight up doesn't work at all on Win7. Although. Minotaur Hotel's latest build was made with Renpy 7, so it might not be the reason.

Have you tried running it as admin, by the way?

Usually the program just runs after you unzip the downloadable file.

Can you say something more about you machine? OS, RAM, etc?

The moment I heard Mirko Boroni's Mutamento I knew it had to be the game's main theme. It's the perfect blend of sadness, nostalgia, but a desire to keep going, to see things through. 

I hope to evoke that same mix of emotions with Four Seasons Apart.