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Enneagon

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A member registered Mar 10, 2022 · View creator page →

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Have an embarrassingly late response: Yes! Things were up in the air for a while, but I've seen a surge of motivation lately and huge strides forward have been made.

This was a pleasant surprise! The game feels authentically Neathy in tone and content. I'm glad I stumbled across it.

Yikes! Horribly relatable, which is horrifying in itself. Excellent visual and sound design, too.

It started out a little weak, but found its voice as it went along. The riddles were just the right amount of cryptic, simple without always being obvious. The characters and situations were fun, and I loved that there was a spot in the credits for "Raccoon Handler". Well done.

Is the game meant to end abruptly? There's an impressive amount of content here, but the story felt like it was just getting started when it stopped.

It has a captivating dreamlike quality. I thought I understood it, and then I didn't.

Short but effective, like a loving punch to the gut. I don't feel that the random elements added much, but I can see how they might have in a longer project. Great interpretation of the theme.

Well, now I want a hot dog.

Beautiful art, moving experience. The text in the end implied that there were different possible endings, but in my playthrough I got stuck in a loop and wasn't sure how to proceed except by throwing everything into the pit, which I didn't really want to do. I'm not sure what actions cause progression, or what I could have done differently to get a different ending. Still, what I did experience was done very effectively.

It looks good and plays well, though it seems you had an issue with scope. Well, what is there is very nice! The only thing that confused me was the bullets in the wall; it seems like there was a recent shooting that wasn't explained, and I felt like I was missing part of the plot. That's a nitpick, though. For the most part, it was very enjoyable!

Adorable. It all comes together in a lovely way.

I didn't get far in this; trying to read and follow the choices while multiple voices spoke different words to me was overwhelming. I'll refrain from voting because while there could be brilliance in here, it's not a game for me.

Seems to be working for me, though it requires being put in fullscreen to view it properly.

Interesting! There's a pretty huge tonal shift between the first and second halves, and I'm not altogether sure how I feel about it. It's a twee ending to a grimdark world. The choices in the second half also felt simpler, boiling down to whether to continue with the story or not. Both halves had their strengths, and I enjoyed them individually; I'm just not sure they fit together.

Interesting! It's not clear what being a vampyre adds to the story, but you're clearly going for a specific aesthetic, which is respectable. The font colour made the choices a little hard to read.

Pretty good. You'll probably want to have a description on your itch page written in English; a lot of players will probably assume the game isn't written in English and won't play it. The game is mechanically ambitious, and there are a few places where it seems things aren't filled out yet, but what is there has a lot of depth. I would have liked to see my statistics at some point, even just at the end, so I could have some measure of what impact my decisions had.

Short and sweet. I related to this a lot; it feels authentically like depression. The sudden wall of GIVE UP prompts is a brilliant mechanical expression of the feeling of not being able to do anything right. I'm glad I played this.

Interesting! Visual design is great, and the audio is fun. Unfortunately I never figured out how to finish the game; I pushed lots of sequences of buttons, but it wasn't clear what was doing what and the (fittingly) off-putting music put me off from continuing the loop. Still, I liked everything up until that point!

Cute! Progressing past the first scene was a little obscure, but once I got into it I was impressed with the technical implementation.

Nice! A few technical issues: The viewport is too small when not in fullscreen, the occasional misplaced sound cue, and it could have used another proofreading pass. Visuals and sound design are excellent. The story dragged me in pretty quickly and peaked in the middle, though by the end I still wasn't sure exactly what had happened. The game tries to pack a lot of story into a small space, and for the most part it succeeds, even if it feels like there wasn't enough time to properly flesh everything out. On the whole, great job.

I like it a lot! The writing is very visceral and nicely captures that frustration of running into a difficulty spike. There's an issue with the viewport on the first couple of screens; it wasn't clear at first that I had to scroll down to continue. Sound design feels good and grimy and compliments the story. Nicely done.

Oh? I thought the game was a pretty clear homage to Inception. It's surprising if that's not the case.

I definitely get powerful vibes from this. The descriptions of the office turning into a surreal, absurd space are great, and paint a vivid picture of the setting. I came out less clear about the game mechanics and what the player's perspective would be, which made it hard to visualize what the finished product might look like. Excellent visual references, though.

Interesting! I do like bottle narratives with unconventional, limited perspectives. It would help to be clearer about what the player is actually able to do; it's currently unclear what the player's options are to resolve each of the possible situations. But on the whole, a good start.

Not a bad cybernoir story. Seems to end a bit abruptly, but maybe I just took a bad route? Certainly effective in its grimness.

Nice. I almost lost interest once I clocked the similarities to that one movie, but I stuck it out through the maze of narrative and wound up pleasantly surprised. It's a touching story that winds up implying a lot with just a little. It could have perhaps used another editing pass, both for proofreading and to smooth out some of the exposition, but on the whole, a worthwhile experience.

I laughed. It was a little clunky (like a robot!) but the meaning came through. I would have liked a wider array of choices throughout, but I suppose that could interfere with the idea of the robot narrowing down the "optimal" thing to say next. On the whole, a short but good time.

I was left unsure how to feel about this one, which may be kind of the point. Its strength, and the core of its message, is also its weakness: there just isn't enough context to make an informed decision. It did make me think, so the experience was generally positive.

The core concept, of being "trapped" in a house and experiencing the narrative through clutter inside and glimpses outside, I think is fantastic. It lends itself really well to a tightly woven story where every environmental element contributes. I'm a little less keen on the horror elements; fears manifesting as monsters has, well, been done, and it muddies the presentation of agoraphobia by tying it to other, unrelated mental illnesses. A story that's more grounded in real-life paranoia and self-doubt could feel more true to life and potentially hit harder. I'd be interested to see an expanded take on the concept.

Intriguing and atmospheric, though I feel it misses the mark in terms of the message. The story seems to suggest a correlation between Marianne's purported strangeness and adults not paying attention to her, and, having been a strange child myself, that didn't feel especially true to me. The experience was also made frustrating by the slow text speed, which meant a lot of waiting for options to appear, especially since most of the options return the player all the way to the start. Given that the only options were to continue or not continue the story, by the end it felt as though the interactivity wasn't adding anything. For all that, though, I was hooked enough to replay it until I reached the ending, and the narrative style and presentation were consistently good up to the end.

Well, this was delightful. It has whimsy in spades, and mystery, and a fable-like moral. The writing does have something of an excess of stylistic flair - most of the italics and underlines felt superfluous, and the differently-coloured text, especially the purple on black, was sometimes hard to read. Still, an enjoyable experience from start to finish. Nicely done.

Fun! Could use another proofreading pass, and the script did break slightly on one of the pages, but I suppose that'll happen when you do things at the last minute. :P It was a fun little adventuring jaunt that was worth playing twice for the different paths.

Simple and evocative! I'd be interested to learn more about the state of the protagonist at the start of the game; we know his journey and destination, but how does he demonstrate at the start that he does not accept inevitability, and how is that causing problems? I would also, personally, caution away from using the Stages of Grief as a framing device, as I find it to be overused pseudoscience. The core framing, though, of a road trip morphing into a descent into an eldritch entity, is fantastic. I'd be happy to see this continue to evolve.

I like the premise, and it's an impressive start. However, the controls aren't listed, and the objective is unclear. I mined until my inventory was full, then pressed Shift, rocketed into the sky, and got stuck. There could be something interesting here, but I wasn't able to find it.

Very cool interpretations of the assets using color. It was fun trying out different items to get the perfect score, though I was a bit disappointed by how few of them actually did anything. The map definitely could have been expanded to show off more functions. Hitboxes were a bit jank, too. Still, I had a good time with this. Well done.

This was cute. The texting-style speech was a bit jarring, especially in the first scene in the elevator, but as the story went on it seemed to take itself a bit more seriously and felt more natural. The metaphor works, and the ending felt earned and worth the journey. Nicely done.

Thanks! Glad to see some enjoyment coming out of it.

Oh, I believe that's the Pokemon Essentials engine itself.

Shiny odds are indeed significantly raised. I don't think the game outright states this, but Shiny Pokemon have Hidden Abilities.

A lovely mod. I love your creativity and attention to detail when it comes to map design, and the battles ranged from simple but fun to fairly challenging. Can't wait to see what you come up with next.