Glad you liked it, thanks for the feedback! :)
Fring Frang
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Wow merci pour le beau commentaire, Denis! C'est great d'entendre ton expérience avec la game. Pis j'aime aussi de voir des projets des alentours - je te suis déjà sur itch, so j'ai tombé sur ton stuff at some point! Merci pour le support pis l'encouragement, et prend toi garde ces jours icette!
Et great jeu de mot haha
Yesssssss! Thanks for reuploading!
For anyone who stumbles upon this and wants more info or context, I've written about the game, as well as recorded a playthrough session with the Don, the game's creator.
I came across a minor bug with text/NPC highlighting: when you click on NPCs to hear their dialogue, Charlotte makes her way to them. If, during this transit time, the curser hovers over another NPC group when the dialogue begins, the 2nd group will remain highlighted during the 1st group's dialogue. I was able to replicate it (see screens below.) Nothing major, but thought I would report it since it may be an easy fix.
P.s. - Thanks for the thought-provoking and unique game! I've been excited to try it since seeing it at the CGSA conference earlier this year. (possible spoilers) I also enjoyed capitalism as an antagonist (and Chad - of course his name was Chad haha. We get a bad wrap!) Did not expect that angle and how it may impact the way we deal with death.
Exclusive behind-the-scenes: Mitch was into Paul Blart, which is why Blart is one of the enemies. Even the name of the game is a Blart reference (Peebium Sea = PBMC = Paul Blart: Mall Cop). Also there are a surprising number of Paul Blart memes, google that shit. Kev's concept of enemies that help the player is great! I'd like to work with him at some future game jam.