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cindercritter

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A member registered Jan 25, 2023 · View creator page →

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Oh no, don't barrel roll down stairs on Monday mornings!

Very glad you enjoyed it :)

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Well I've just tried the English version and it is as weird as one would expect. I had a long laugh at 'They forced me to study mathematics to confirm the existence of God and Donatella Versace'. The challenge of recalling ingredients is neat, and the ingredients listed are amusing. There was mention of the theme. The tone is consistently charmingly absurd, though there were moments where I was confused about what was being said, possibly a translation thing. Fun lil game!

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Thanks so much for the heads-up about this, I thought it was solved but seems only partially so. I've fixed it up and will update after the voting period, alongside other fixes :)

Wow, thank you!

Thank you, I'm glad you enjoyed it!

Ooh, OK. Thanks for taking the time to explain! I did get the sense of the letter being an addition, and wondered from whom; the fact it's not revealed conveys how easily doctrine could be changed. And with Ruth being unchanged, that questions the authority behind the 'we shall ALL be changed', but also more broadly the question of why some are changed and some are not is left to Ruth/Caleb to wonder, to try to make sense of based on their decisions instead of on scripture/preachers - a kind of broader commentary on a divide between God and his interpreters(?)

(Thanks for adding more on the game's page. It's a really interesting read!)

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I've tried a couple of playthroughs and still can't wrap my head around it; regardless of choices taken (EDIT: SPOILERS) Ruth is unchanged and Caleb is changed, which gives the ending an inevitability, which is fine, except I'm still confused about its meaning. It's nicely written and I really made an effort to understand it, but I couldn't. I guess it's just not for me, and that's fine.

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These are weird, awesome-looking characters. And opening animation is charming in the same way. I understood bits and pieces, but can't really vote until there's an english version available. It would be good to see a couple of controls, like a restart and a quit button.

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This was really interesting. I tried a few playthroughs. The narrative definitely conveys a mood; I'm reminded a bit of those old, moody detective stories. I think the branching gets better the further in the story you go. In some paths Edming's name isn't given, so it becomes unclear where your PC learned the name they're using in later dialogue. It's just a matter of identifying such key bits of info and tracking them, though of course that gets harder with more branches and info (incl. clues) etc. I definitely felt engaged in the mystery, with bits of lore coming up without detracting from the main story flux. I can see more lore/backstory potentially being given in a more relaxed or slower scene, like in conversations or newspaper clippings or radio programmes maybe. Theme's in the moment the two men die, and the shock of seeing that lingers along the rest of the story so far, I think. Nice!

You made a fun game, be proud :)

Thank you, I'm really glad you found it enjoyable :)

Aw is this made with bitsy? Art and animation are really nice. I can make out what various objects are, and the colour palette is nice (the low sat gives an old-timey sepia feel that feels 1800s, was this intentional?). The dialogue between the characters felt natural. I kinda wanna explore more locations and find and maybe build things; and the portal idea is neat, I wonder how it could play into exploration and problem solving.

The drawings are quite charming, I like how they don't look like any known animals and their simple expressions actually fit the personalities I'm gleaning from the text. Some of the endings are a bit abrupt and an ability to go back a step or two would be great. Wasn't sensing the theme here, unfortunately. I can see this game easily being expanded to have more weird pet shenanigans, maybe even some random events to lean into that chaos.

This was fun to play. The difficulty balancing was good and I felt myself improving, though I will say I didn't get all the way to level 10, got to 8. Instructions are clear and it's good to have the time bar in the top center of screen so I can see it quickly. Didn't really see the theme for the jam, other than eye above the bar, and the narrative component (and ink) wasn't there, as someone already mentioned. In future just make sure you read the jam requirements carefully.

Nishtar's an interesting character, and the back and forth between them and the PC feels really natural. I did three playthroughs, choosing to be unapologetic, then neutral (and denying the procedure), then being timid, and I enjoyed seeing what's a bit of a power play. It's subtle. I really liked it. Nice job!

Life is short; you do some chores and some gardening and then you die :'(

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I think there are interesting foundations here. I can see different ways you might expand on it, but the prominent one being adding more options. As someone mentioned this is not an easy topic to work with. If you leave it linear, the experience is more about getting an insight into your own line of thinking/approach to the topic. But if you add different lines of thought (ie. approaches/views/etc.), that becomes more about how different people navigate the topic (which is a bigger challenge). Whether linear or nonlinear is fine, but then lean into it :)

The route I took was a really nice story, wistful and pensive. I think it really worked nicely with the space/tech backdrop. I wasn't sure if the stats that were in brackets (eg. [+1 laugh against adversity]) were meant to be diegetic or nondiegetic (ie. ink code), so I was a little confused how that might play into the mystery. In my second playthrough I made different choices, which gave me an ok run, but I wonder if there's a way to strengthen some of the choice outcomes, like if I choose not to dwell on the anomaly, is there maybe a stronger sense she left something behind, or does the anomaly/alien reattempt to connect, etc. In any case it's a lovely little journey, thank you.

Glad you liked it! And thank you for the tip! I'll tweak the font and make any other such changes after voting closes.

Thank you :)

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I enjoyed this so much. Would definitely recommend the use of webcam when playing. There wasn't too much text or too many options for the locations to be confusing. Each level was unique, playing with the blinking mechanic in really fun ways. Each level also wasn't too short or too long; there was enough time to appreciate it. The problem solving was really fun.  I really liked out-staring the ferryman. The dialogue was really... efficient? I mean in a good way - simple and to the point but without feeling rushed; I think you really nailed it within the scope of the game. The backround movement wasn't distracting and neither was audio. I appreciated the epilepsy warning, and the game's page is so nice and informative (I'm so going to put more work into my own ones, need to lift my game!). I was reminded a little of the movie Rec (or Rec 2) which played with the camera's infrared nightvision... I finished a few playthroughs of your game and I honestly just want moar. This game was really neat and I look forward to seeing what you come up with next.

ah ok that's why! Well nice work regardless.

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That's curious. I've tested it on a couple mobile devices, and browsers, and it was fine, though an older model was having trouble with it loading. EDIT: Looks like the Edge browser has issues with the css padding that's generated for ink games; if Edge is what you were using then that might be the reason options were cutting off. I've now updated the game so the options should all show up properly! Thanks for the feedback!

Awesome, I'm glad you enjoyed it! I meant to add a little closing scene, or a little illustration with the two of them sitting on a beach and enjoying the view, but by that point I was dead tired; I'll add it after the voting period as it's more than just a bug fix (... pun intended).

Thanks so much, very glad it was enjoyable!

Thanks for the lovely comment! Humour's a challenge to get right, I'm glad it landed.

Really nicely written, with a chill pace. The characters (in emails) have distinctive voices giving a sense of who they are. Diana is very cat throughout. Her slow blinking as a sign of trust is such a neat take on the theme, and your relationship with her is central to the story so that theme isn't set to the wayside. I was expecting some system to go awry at some point, or for Diana to get stuck somewhere and need your help, maybe a moment where you feel particularly homesick and Diana comforts you. Just ideas. I like how in the end the two options to choose from both feel natural, because you've built up that relationship with her. Really chill game.

Thank you! Yep, 'palp', I never thought I'd be looking up cockroach anatomy. I'm glad you enjoyed it :)

There's a coherent shifting across the memories, from who the character is to who they were, and then back to the present where the convo with Ness is a kind of snap to who she is now (ie. you both changed.). I think that snap works well. I'll say I do wish AI wasn't used to make all the images, but that's my own stance on AI; in some images the characters look different so there's a bit of a divide between the story and visuals. The choice in the end to tell the truth or spare her from it (I chose the latter) I felt was particularly important.

Really interesting idea - planet creation which only you can see the result of; a service only the rich can afford, and even more exclusive because you don't even have to share it with other rich people, you don't even share it with your future self (or you're not supposed to). In the second playthrough I decided to keep going back and downloading the data, I did it a couple of times before I got an ERROR: out of content. Then played again; is there a consequence to downloading the data? Really interesting how you blink and the oxygen (and life) is at 0, then you go home and looking out the window everything feels fixed... Really enjoyed this. I still need to finish playing the other games but this is in my top three.

I'm reminded of the Blade Runner interrogation scene!  Was a good idea to have points in interview that direct player to look at the measurements; you're giving the player time to observe before they choose to continue on with the interview. I can see all three of these measures actually shifting (animated) during the whole interview, or just during the 'observation' phases.  I like the idea of these three measurements; if more's added to the game I can see a kind of practice run with them - like trying the test out on a known human or seeing readings of a known human's results. I tried both options at the end and Captain gave the same response which I found funny (I read it as 'this guy has no idea' which leans into a certain kind of personality). 

Everything's working together to give a sense of creepiness - the growls/groans, the grey rooms with splashes of red, the little notes you find. Interracting with some objects becomes nervewracking when you know your brother's closeby and you can't flee in that moment. I really liked the lightning that'd illuminate the surroundings in a different colour. I lost the textbox at some point so couldn't keep going as it was no longer popping up when interracting. Neat spooky game!

Easy to follow and fun to explore (and so cozy!). It made me very hungry. (I didn't want to part with the kettle! Is that going to come back to bite me later on?)

Ominous! I did die a lot (chosen acolyte's a tough gig). Started to gauge the meaning of the text colours the more I played; was a bit unsure how to go about things so mostly just tried things out. Nice, consistent art style that definitely fits the tone you're going for.

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Really cute lil game. All parts worked fine, the challenge of dodging the green balls increased but not too quickly, instructions were clear and came at a good time, dialogue was interesting. Was somewhat linear but given you said it's a prototype I'm guessing it was more about checking the functionality of all the various elements together.

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Definitely curious about why and how character's connected to the land. There's a sorrow there that they're not ready to face head on yet. It's short and linear at the moment, but great foundations. (edit: I voted based on my play experience early on, so I'm not sure if there was a fix later because my playthrough was quite short?)

Nicely written so far, and neat idea! There you are, a body snatching monster going about your business when you're interrupted so rudely. It's a really compelling start.

A lot of mystery still about the island, Santana, and Paula's past. I can see the backstory with David definitely weaving its way to the story. It's linear at the moment, I tried a couple of playthroughs which lead to two possible endings. It's interesting! Who was the guy she bumped into? Did the objects in the shop have some significance? Hmmmm

As someone already mentioned, short and linear, but effective in the way it builds unease, including at the end where it's helped by a succession of options that all deny escape.