Masterful use of the medium, and such beautiful metaphors throughout... Thank you, Cecile, for using such elegant restraint and just the perfect number of pixels to craft this poetic journey. I will certainly be recommending it to friends who appreciate such things. Excited to see what's next for you!
Recent community posts
sodaraptor, your work is truly impressive. Would it be possible to pick your brain about solo dev work, and how you were able to accomplish such a polished and unified game in such a short amount of time? Taking a short break from Unity, I had four or five small indie games I wanted to check out today, and I tapped out of almost all of them before trying Hypnagogia and playing through the entire thing. I loved every second.
It was exactly what I'd hope it would be, and after two very different play-throughs, I came away feeling a strong mixture of emotions. I felt as though I was engaged in battle, and the words were my weapons. I have a great deal of remorse about how I broke up with my girlfriend, not the least of which is that I chose to do so over text. Yet the experience felt more real and impactful than 95% of the plethora of indies I've played lately. Nice work. Excited to see what you produce next!
Hi guys! I love how smoothly this plays, and the "stand still to reload" mechanic works wonders with regards to adding strategy. I see a million ways you could have added more to try to make it better, but love that you were disciplined enough to stick with a core that works and polish it to perfection. Can we get a follow-up that has less restraint and expands upon this little gem?
Just spent a few hours with the build, and really enjoy the free-form exploration. Every time I was so frustrated I wanted to quit, I found a way through--until I dropped the wizard and found myself at a door checkpoint with ghost buildings on both sides of it, with no way to progress. A safe "restart last viable checkpoint" in the pause menu would be a good idea if these types of bugs still plague the release. A chapter select would be awesome too (and remedy the same issue). All in all, it's a fine game, and you should be proud of your restraint with regards to the puzzle design. In my opinion, you display presently inaccessible areas a bit too prominently, which results in unnecessary trail and error--but the satisfaction of reaching the next area balances out the frustrations enough that I wanted to keep playing, even after wasting 10 minutes trying to make the same impossible jump. Here's hoping for a fix for my issue and a chapter select so I can finish the game someday.