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Fafuncho

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A member registered Jul 08, 2021 · View creator page →

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Hi, I'm very glad that even with your broken arm, you managed to type so much, I know how much it must suck, hope it didn't hurt or anything in the process.

I'm also happy about how you took my contructive criticism. And about the art stuff, don't blame yourself for it, although I wouldn't recommend for you to try and do everything, try and diverge it, you said about your friend but for exemple, why not also do in your patreon, asking or doing a contest for some assets to be in the game? Heck you could do it right here and I'm sure your e-mail would be flooded with it; you could allow for it to leave the signature in the asset and, I mean if I was good at it, I would do it, it would be so cool to see a dope art of mine with my signature in it and in a game I love to top it all off. Still for an amateur you should be proud of yourself, it is already above avarage from most amateurs games, especially considering that you do it all basically.

 I don't judge that you have those possible mental problems, after all I date a esquizofrenic, so perhaps that made me question why it felt too bipolar (and maybe why I like the yandere and maniputalitive nature of the game), still, I wouldn't say it is a bad thing for it to be like this in the game, after all as you said it is meant to be like that, however - and I assume that is a hard thing to do - just because it is meant to be like that, doesn't mean it shouldn't be deepened; maybe in the best friend route with her questioning the MC and/or Castor(ia) about their seemingly bipolar way of talking? One way to make it more natural is to put a bit of yourself in it, as a player of D&D and other RPG's, I do this a lot of the time and it gives more vividity (I assume you already do this, but well it doesn't hurt to recommend).

And story wise, I'm glad to hear all of that and I'll put my faith on you. That being said, although that is for you to decide, I wouldn't recommend for the other routes to be completely disconected from one another, for that each route would be to have way good and deep on it's own, wich sure it can be nice, but I would argue it is way harder to do, by making it conected, each route can enhance each other by adding details and perspectives, also giving the sence of a cohesive storytelling and a clear image of what the game is about, the only problem is if it feels forced cof cof disney star wars films.

Well, about the problems with gaining money, it must suck, I live in Brasil and I don't know the rules for those kinds of supports nor how to cheat the system, however can't you use someone to bypass such a thing? for exemple, you are working with a pseudonym, so if you made a bank acount in your (mother/father/brother/psychologist (yes, really)/family/etc) name, it wouldn't trigger the government, the system is very balanced with no exploits, so try and search for ways to exploit the hell out of it, and don't feel sorry for asking your psychologist or anyone really for this kind of help either, they will understand. 

I've see many praises here, so I will play a bit of devil's advocate. Don't get me wrong, I LOVE this game, especialy because of Castoria, however it is clear that it needs more to not be "another" game.

Of course it is just a Demo and it is made by only one person, but there is some core things that I wonder if it could not be improved, although of course I am not demanding for perfection.

Be noted for those who did not play, there will be spoilers, you have been advised, I recommend for you to play as it is worth it and then come back to see the rest if you so desire.

Graphics/Visuals/Interface:

Look, the character design is probably one of the things that makes the characters so charming, be it with Castor or Castoria, however all the rest is... lackluster to say the least. There is a lot of potential though, for exemple the simple logo, the entire part where the character glitches on the game especially how the interface changes to the situation, I loved it so much as well as the letters when it is on "yandere" mode and the unique (I'll call it arabic for sake of calling it something) arabic letters, really, all of those are very charming and they do well it's purpose while give the game a clear identity.
That being said, I can not say the same for some goofy parts and other bothersome things, for exemple, when you are "playing" winter wish, it is in some kind of DS or Swich that doesn't looks great and helps give the feel of a an amateur made game, this happens mostly because it tries to give a 3d feeling... in a 2d game, that usually doesn't mix well, as in 2d the perspective for depth and texture is different so it feels out of place. Other goofy thing I find is the twisting of the letters in the entry of the game, like it really kills the vibe, especially because it starts really well, the logo moving across, glitching and then giving you the options is a really solid execution, although I'd argue that it could be shorter and done a bit faster; however the twisting of the letters isn't clean, it takes a lot of time that makes me be like "bro, I just want to play the game, let me play it", and worse when I want to quit, because whenever I quit, the entry plays all over again when closing the game should be something quick, since there is no prompt to ask if I wan't to go to the main screen or just close the game. Perhaps it would be better to mix the original winter wish main menu with the demo, make the just lozenge glitch and then the options with the name appearing?
Also, for the interface, whenever there is the 2 options for lovely or yan, a text appearing about what would one say is apreciated, as well as an option to remove the guide to what options would lead to what, and of course, making the order of the text random maybe with a visual representation of the lozenge twisting and inverting.
As a resume, embrace the glitches, unique letters and the 2d for the graphics and visuals, define a clear identity to the game, while try to reject things that would remove the simplicity of things.

Story/Characters/Interactions:

The personality duality is by far the strongest point of the game, as well as so far the focal point of the game. Yet there are some things that feel... off, or to be more precise, that needs more development before certain situations happen, for exemple, the character development of the MC is abrupt to say the least and some decisions aren't fluid; when you start the game - skipping the AI and childhood friend part as I'll talk about it later - the MC is like "dam hot af Castoria, dream girl bla bla bla" and then he says she isn't his type to 2s later start treating her like shit and that her route is just bothersome, to later being able to treat her like a goddess basicaly, I know it is "darling duality" but making the MC be bipolar for free like this isn't great, it makes the story feel empty, rushed and worse, sloppy. If the point is to make the MC like this, then develope more about it, altough I wouldn't recommend.
Meanwhile, for the love interest there isn't much to criticize, it is very well written, albeit there is some things that could be implemented to deepen their personalities. Castor and Castoria are the figureheads of the game, implementing other characters is not a bad things, but it is when it is waaayy to disconnected, for exemple, the start of the demo you are talking with a company about AI's ???? Why? and I don't mean in what is the story reason, but why it is there, at the start? Even if there is a good reason, it feels to disconected if for exemple I choose not to talk with them, that is not good, why not instead this about them later when the love interest talks about money, this way it is given a reasonable reason for one understand why would the MC looks for a shady AI company, it creates the intrigue about if it is related to Castor(ia) appearing, or perhaps would it be an sapient AI, what would the Castor(ia) think about it if you brough it home because of the necessity of money etc. While about the childhood friend, although it is fine for having an interaction with her at the start, if we don't, will she appear worried later? Would Castor(ia) be fine with it appearing? How would promissing or not to just belong to Castor(ia) affect what it thinks about the childhood friend, those options have me high hopes for those things, however it also made me question if there was plans to develop as such, because if not, then what is the point? Why give a situation that makes the player hope may happen something but just being a false option? This wouldn't be a good thing as it would make the story feel disconnected and with that "missing" sensation.
We do know that Castor(ia) can change it's appearence in reality, so some powers it has, therefore leaving this as a loose end is unwise. Therefore it is recomended to develop on this as well, while I recommend to keep it just as the power of transforming her clothes, the cultural shock and force of habbit could create many situations that deepen her personality as a person.
As a resume, embrace the struggle between being normal and the obsession of Castor(ia) as the focal point of the story and making a solid MC that can embrace her crazyness or reject it, while avoid creating loose ends and empty interactions.

Anyway, I talked too much, even though I wanted to say more, I see a lot of potential, especially since the story so far is already good, but improving those topics is what differentiate between a mediocre/regular dating sim to a genuinely good indie game; honestly I wouldn't mind waiting 5 years from now if it ment on this being at least a good finished game. What can I say, I got hooked on Castoria, she has a great concept story so far and a voice actress that can be threatening and hit that sweet spot when needed, so I've been looking at this gem ever since I manly posted that video, I give my highest wishes for this to be a bomb.