It used a substitution?! :0 Hits you with the DBZ afterimage, it was moving faster than the eye could see! XD
CrazyMouseInc
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This made my DAY. I'm printing this on a posterboard and hanging it on my wall. This is it, this is my achievement. Do you mind if I list this comment in my accolades? That was magical.
Thank you!! I realized even in a small room, that things could end up rather directionless, even for the "click everything!" crowd, when the mirror as loose instruction idea me. I'm glad it was helpful!! With the room, I had planned at least a couple more interactions, so it's great to know that the space still felt sufficiently used, even with the narrowed scope! And that you enjoyed my little story and that the music accompaniment to the memories were a hit!
This is honestly the highlight of my career, receiving impromptu poetry in response to my work. It's amazing.
Thank you for that, and all the kind words. And of course, thank you for playing!!
E(???) E
Not the JoJo "menacing" sfx. XD
I didn't have time to get too far in rn, but I LOVE THIS. The use of theme! The puzzle platforming! The premise is so silly! Already enjoying it deeply, will continue playing later! For now, have your rating!
"Right-click to sacrifice yourself." "...I hope you didn't do that twice." XD
Your cover art/title screen is adorable!!
Great use of the theme! With deaths clearing up the visual as it goes on; noticing that kept me going!
Getting in some last minute ratings, so I did have to quit after like death 6 and still not making it out. Checkpoints would be good, and broadcasting the deadends a little earlier, emphasizing the advantage of the clearer vision once you can read those signs, would be perfect. I didn't play deaths 7-9, so I don't know HOW clear it gets or if additional text or hints can be read on the signs as it clears further.
I reached the area with the still ghosts and the sign that said "Don't look back." Being different from the rest of the dungeon seems to signal being on track to the end, but I kept running into deadends and decided to search elsewhere. Was I in the right area as the environment would suggest, or was it just a neat little spot in the dungeon where the ghosts hang out? Asking as, if that is on the way to the ending area, I think it was a good way to nod to the player that they're heading in the right direction.
The little ghosts scared me right into a trap the first time, charging at me like that. XD
Only had the time to get 2 of the endings. I played a little longer to see what I could trigger, but didn't have a chance to run into the 3rd.
Neat story and creative tackling of the theme! "The opportunity" perhaps not being one for the protagonist as it turns out, that application of the theme hit me like a truck. That's so good.
The option to lie tells you everything. You don't feel silly running headfirst into the 1st ending. That was a choice. XD
If I had to say anything: the screen transitions were a bit tiresome, particularly with the areas containing nothing. Instead of having two full fadeouts to cut to-and-from the couch, perhaps have the player select to "inspect the couch," and roll the same inspecting text over the shot of the living room instead, where the couch is fully visible. I understand if there was going to be more to find all around at one point and things changed during production, especially during such a short jam! And if it turns out any/all of the "empty areas" are relevant to the 3rd ending I missed, the perspective drag is less relevant, but it remains a lot of fading in-and-out. A dissolve/crossfade transition when exploring a single room is best, saving the fade-to-black transitions for changing location.
The visuals, as I'm sure you've heard again and again, are really strong. The voice acting is such an extra-mile touch, and the poppy-eater is surprisingly charming.
My favorite moment is with the sink. I didn't realize how it worked until the second time through, as I turned it on immediately the first time. So it was only on the second run that I checked the other area first, and realized the text I read on the previous run about it "draining slowly" was about that.
Lovely visual novel! Rating highly. Will find that 3rd ending when I have more time!
Thank youuuu! The writing had to be done on the fly; I wasn't sure it'd come across, so hearing that my experience has come through for me in this one particular way, I am overjoyed! ( 〒▽〒)و✧
The actual mapping of the interactable areas, yeah. I know what I was thinking when I did that, but I immediately remembered a better way to do what I was trying with that. Like, it's that way on purpose for what it is, but I absolutely know better practice and wish I had remembered at the time. (Part of it was that the tile you stand on versus the tile in front of you with the item would kind of interfere with each other, but the right answer, as opposed to what I went with, was to program everything on the standing tile, with the item interaction only triggering if you're facing the right direction, and then placing/lifting the chair still working for every other direction, etc. As it is, if you've noticed, you can interact with the wardrobe from its side, for instance. Something like that should only activate when standing in front of it. )
Realizing I must have used a different switch for the indicator light than I should have...That should only be a visual hiccup at least! I added that little glow afterward to help people know what to do with the thing, but must've set it to a self-switch instead of responding to triggering the event flag.
No no, you don't understand, her happy memories literally brighten the room, it's very intentional, I didn't sloppily code the curtain mechanic
Thank you for letting me know! That completely got past me. I'll be sure to fix that when cleaning this up.
Oh, you'll know when you've seen the ending. XD
There are 4 items, and 5 events to trigger. If you believe you've gotten them all, check the bed. Checking the bed beforehand has her say, "I can't sleep yet," which is supposed to help indicate that the player should come back to it later. Figuring out how to guide the player through the space without getting too hand-holdy for such a small area...it might still be too subtle. A second line of text would probably do it. There was also going to be a couple more items/events to get, so by the time that was done, the bed would've been the last thing left to interact with, guiding the player there through process of elimination if nothing else.
Thank you very much!! I'm glad you're enjoying it! XD And thank you for playing!!
Favorite moment was collecting the first item, going through the doorway, and having bro remark, "it brought me back here," as I demand to know why he isn't commenting on the GIANT [OBJECT] in front of him?! Only to realize that I was supposed to encounter that at the beginning, but, like a smart person, my immediate response at the start of the game was to jump down the chasm no questions asked, so I never saw what was on the right side of the screen until it brought me there. XD
I accidentally skipped lines at a couple points, clicking intending to jump, not knowing I was running into dialogue. (monologue?) Finished it without issue! I take it I wasn't missing instructions, so it wasn't detrimental, but I didn't want to miss out on any characterization, either.
The atmosphere had me so tense! I was prepared for something to be chasing me!! This also lead to these character lines cutting in startling the heck outta me cause I was all wound up anticipating something. Protagonist jumpscare lol.
I didn't get too lost. At one point early on, I did wish I had a map, but the environment changed for each run through. Seeing that I had a new space to explore each time versus needing to memorize one large space and navigate it, I was good to go!
Likeable protagonist. I enjoyed his reactions ranging from "this may as well happen," to "boutta lose it." Felt I was in his headspace the entire time, it was great. XD
And the moment with the bridge. 10/10
THANK YOU! I'm a competent writer and amateur game dev; if that aspect alone is solid here, I'm making it out with my small pride intact. XD
...the step stool. I must've played it with perfect routing in my test, because I noticed zero issues before posting (but didn't assume for even a second that they weren't there, hiding from me.) Then a friend of mine played it in front of me, and I watched as it did whatever it pleased. What really sucks is that it sounds like the step stool getting affixed to the ground is most likely to happen when trying to get the item above the wardrobe, which is the shiniest thing in the room and therefore the first thing players will be drawn to. smh And I knew how to fix the issues once I saw them, too! So more thorough testing would've done the trick, but I got anxious and sent it as soon as I knew the ending could be achieved.
(I'm creating a follow -up or later version with the step stool as an optional boss fight, stg. I'm ready to throw hands with that thing.)
I'm glad the wardrobe bit is a hit. ba-dum-tss XD
