Aaaah thank you so much! Actually that'd be really cool, I'm also moving to a German-speaking country in the next months so I'd love to try and read a translation of something I've written in a language I'm learning. Unfortunately I really can't handle the programming side as I'm busy with the relocation, but if you're still interested in a couple of months I'd love to work on it together!
Crescendo
Creator of
Recent community posts
All my games made with Ren'Py are mostly accessible but I haven't tested them extensively; Lifelong Dream is just hypertext so it should be 100% accessible; Ciao Nonna is a Gameboy game hence completely inaccessible as far as I know.
Please note that there hasn't been any extra thought put into most of them (older games probably won't have all buttons labeled), but they're also all free besides Toumayhem so you can have a go at them yourself
Hi! There is no image gallery, but all screens and buttons have been properly labeled for screen readers. However I haven't been able to test it myself, so I can't guarantee all extra screens are 100% accessible. The code should be pretty much the same for the glossary and character screens, though, so if you can access those with no problem on the trial version every other screen should be fine.
Very little romance, actually! The routes are platonic and the main focus is on the mystery. There are a couple of canon pairings and occasional focus on their relationship, though.
There's a coming update that's been pending for a while (it needs thorough beta testing before release) but it only concerns accessibility options; as the game is complete I'm not planning any more updates content-wise.
Thank you for sharing your thoughts on our game! We're glad that you had a fun time playing it and that Clara's charm as a protagonist remained intact throughout! As for your feedback on the length and pacing they’re both greatly appreciated!
We're delighted that the vibes hit the mark! As for the campy evil regime... think of it as a love letter of sort to the 90s, haha
It's insane how fast I've been hooked by this game: the world building! The characters! How the plot kicks in! And everything looks so stylish, especially considering all the shortcuts one has to take when working solo on a jam game. Nothing looks cheap and everything is so cohesive, I really enjoyed it and I'm happily looking forward to more.
If anything bad happens to Juhyeon I will cry
I went from "Oh wow, this looks so good" to "WHOAAAA" as soon as the first battle scene came up. The pacing is stellar, fell in love instantly with the two main characters (Iago especially) and I was blown away by the monsters' designs. I also loved how you used colour (or lack thereof), especially on Iago's eyes near the end!
I'm here after reading the postmortem and imagine my joy in reading I still have at least two more games to bask in the worldbuilding! This was a great introduction to a bigger world, can't wait to see more of it.
While I do admit the beginning left me a bit confused and it's just too short to get a good graps on the scenario, I was very intrigued by the world building and the end left me there like "No! I gotta know more!"
Besides that, the fight scene was AMAZING, great use of simple yet very effective sprite animations!
Thank you so much for playing! I have to admit it was more inspired by Yu-Gi-Oh! than Vanguard (that's still on my watchlist), but I did go for "as cheesy and unhinged as possible". Considering the development strategy of this game was "fuck it we ball", I'm pleasantly surprised the card game ended up being sort of enjoyable! I sort of embraced the moments of utter stupidity as a feature (e.g. Deneb one-shotting herself by playing her special, Astra being the strongest among the three).
I didn't think of it as a branching story (mostly due to time constraints), but the idea of an alternate ending depending on the last battle's results is cool! Wish I thought of it now, actually. I also wanted to make a special animation for, well, special attacks, but in the end I had to cut it out...
Making short games is easier when they're stupid (affectionate)! But for more serious stuff, I find starting from the end and having few story beats (and characters) clear makes it easier to avoid getting too much out of scope. Looking forward to the full version of Spirit Link!
EDIT: as for the visual glitches, I was aware of both but I just went "eeeeh... whatever, no time" and put in a fix for the first one which... didn't work much, apparently. I didn't think hiding the text box could work for the second one, so thanks! I'll definitely look into both for the next patch (which will come eventually, I'd like to at least add sound effects...)