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A member registered Dec 12, 2016 · View creator page →

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I appreciate the first bit of legitimate criticism I’ve received in about a year or so, so on the off chance you see this three weeks later (as I haven’t logged into this account in about six months), I’ll just  give a few of my thoughts.

You see, this visual novel was made in three days. That’s not even seventy-two hours; I had to eat and sleep, you know. I got an e-mail to partner up with a friend and fan of mine, and I thought, “What the hell, let’s do it”. So we did it. You’ve seen the result. You didn’t like it, and that’s perfectly fair.

I write my jokes for people who are like me. There are rather few people like me, so I can understand why you would be put off. I’d rather be writing for 15 people who love my work rather than 1,500 people who only kind of like it. It’s because of this that I’m surprised I haven’t gotten more critics.

I’m not in a position to talk about the relationships or dialogue, because I haven’t read the novel since we released it. When I do, I’ll be sure to make a version of it without any visuals, as I definitely wrote it without having any visuals on me.

If you thought TDPOF was boring, wait ’till you read my other stuff. You’ll be asleep before the second sentence.

Hello, Jocelyn. Most of those assumptions were jokes that were meant to be deliberately over-the-top and ridiculous to the point that you couldn’t interpret it as anything other than an attempt at humour. I get a lot of people who fail to understand when I’m being serious and when I’m being farcical, and I feel there’s a significant portion of the populace who can’t understand sarcasm when it’s right in front of them.

Regardless I don’t think anything in particular about you, and I appreciate your maturity in your response. As to whether I’ll change the way I write, I will have to see as I continue to write. Assumptions are just that - assumptions. Not a declaration of fact, and it would be silly if any of my readers interpreted it as such.

This game was really clever and full of energy for its short length! It reminds me of Cave Story in how there are so many different routes you can take in order to unlock different endings, and how those routes aren’t obvious at first, making it much like a puzzle in addition to a typical RPG. I especially like how the game blends together the story with the gameplay, as well.

It is short, so I don’t have too much to say about it, though I did write a silly three-star review about it. I don’t know what happened at the end of that. Try not to be afraid.

Hello, I’m here to offer a contrary opinion of this universally-praised game, which I feel is necessary to provide in order to provide a more neutral palette to this discourse of this title.

I found the circumstances of what Heartbound is, to be frank, a series of disconnected ideas that, though they have the potential to be decent in their own right, fail to cohere in a way that I felt satisfying, or even logical at times. I found many of the worst tropes of writing are present in this title, making extensive use of non-sequiturs to advance the plot along, making marketable characters that fail to actually be characters instead of hollow shells, and a whole lot of Narm.

It is a very competently-styled game, and there were many little bits I appreciated (including the overall art of the game), though I feel that the fundamental tenants of storytelling are faulty, despite the gameplay being somewhat exciting. I feel the Undertale comparison is apt: a cynically manipulative story with some good bits in there, but on the whole, I just didn’t like very much.

I gave it one star on Kratzen, though much of the review is meant to be over-the-top, so don’t expect a too-serious criticism. I’m sure your game will satisfy your legions of fans though. And, at the end of it all, that’s all who you should strive to satisfy.

When Spencer’s on the blog, every post is non-gaming content! KappaPride —

“There’s no way any person can contain so much tenderness and communicate it as honestly as Gigi does without having some kind of supernatural help.”

Oh, now I feel inadequate...

I appreciate your entrepreneurial spirit.

The problem seemed to be that a particular folder (the lib/linux-x86_64 folder) contained a file (the DSGReDraw executable) that didn’t have permission to execute as a program. Without that permission, the game fails.

I managed to fix this issue by executing the following command in the root folder (the DreamSaviorGakuenReDraw folder):

chmod -R u+x *

Which gives the current user permission to execute every file in every directory.

So thank you for the recompilation. You might want to include a message on the download screen saying you’ll need to execute this command, though.

Very generous definitions of “game” for this bundle. It’s not exactly as action packed as, say, Hotline Miami.

Have you boys considered posting this on your blogs? Like what yours truly has? Wink wink?

Wow, I forgot to post a comment on this game, and now I’m sitting here looking back on this nine-month-old game and seeing how Pikopik is still inactive on Itch, and makes me sad that they don’t really upload more demos. I guess based on their dying Twitter account, they must be tremendously busy.

The demo itself is what you would expect a demo to be: functional, some frustrations, works well enough, though is nowhere near the quality of a full polished game. It did have some neat movement and weaponry ideas with the different guns, and the engine does look like a neat proof-of-concept, though its main draw remains its cutesy cel-shaded art style, and that’s partially why I’m disappointed to see Pikopik vanish off the Earth.

For what it’s worth, old review on Kratzen (two stars), and I really do hope to see more from the developers of this demo coming up.

All creators understand best the intricate and self-contradicting mechanisations of their own creations. So naturally you would understand best the layout of the labrynth, where the audience would have to rely on their spacial reasoning memory in order to derive the layout, until they reach the end and find the minimap telling them where to go.

Perhaps I assumed the counter at the very end was a tally of the total terminals needed to find the ending. I never did bother to go back and discover them all, as the effort-to-reward ratio wasn’t worth giving up the extra hour or so to deal with it. The vast majority of video game endings are not worth the effort needed to reach them, so I appreciate more what it takes to get there than what happens when I am there.

Nami is the Torah for these types of things, so I guess someone as gaily weebish as yours truly is going to have to try this thing out.

I’m happy you managed to go from a demo to a release in just sixty days. Impressive! I’ll have to review this title before my own sixty days, though I do have a lot on the burner, so be warned.

(yes, I’m aware the uploader didn’t develop the game. back off, you sewer rats!)

Right, without monopolising anybody’s time, let me just say the implementation of this game overall sets out what it’s meant to do. It’s a faithful representation of the original Spelunky, it has all that good content, and works just as well as you expect it to. It does introduce some annoying bugs involving death and the instantaneous unexpectedness thereof, though it isn’t really a deal-breaker so long as you know what to avoid, and the occasional game crash is also avoidable.

I’m posting the Kratzen review, three stars, as a plug for the original game, though I do find this to be a worthy enough remake that I can give it press on its own terms. But it is fun!

This game was a real surprise to me, and it’s a real treat, too. I usually don’t like these types of exploratory puzzle games because they bore me to tears, though the puzzles in this title are engaging in the different amount of ways you can solve them. The environments aren’t really a looker despite the stark art style, and I did find it easy to get lost, but finding the ending easily enough was good enough for me. The backtracking, though...

I have to agree, this was a really unique concept, probably an easy enough one to program as well. I devoted an interesting review on Kratzen to it, three stars, and it’s definitely one of the best games I’ve played in November. I know a lot of people make fun of the “ideas guy” for only coming up with neat ideas with no way to have them come to fruition, but I think you really do make for a good ideas guy.

So, keep developing. Or don’t. It’s your career.

Wow, this comments section is a shitshow.

Anyway, hello! I’m here to drop this review of this title that you are all going to play on your deathbeds no matter what the opinions of some Internet Guy says, but I’m still here to say that I found the gameplay a bit simple for my tastes, and it reminds me much more of a browser game than any finished product.

It’s understandable given that it is a jam title, though I did find a few petty niggles with the thing, and on the whole found the experience boring enough to not really write so much about the title. But I would advise anybody interested in the small things in game dev to check out the full review. Two stars, that is.

tfw feel when your joke misses

2017 isn’t even over yet, smh my head...

Also, how DARE you sleep on The Difference Between Us!!! That shit is straight banging and the best thing I’ve seen from the horse fandom in a good minute.

Also, shout-outs to DonkeyKong.exe, which is... well, I wouldn’t call it good, exactly, but it’s something you should experience if you have a few minutes.

That’s great KappaPride ! I can’t wait for the Linux version KappaPride !

Wow! Despite Israel being a USA puppet state, you’re not even allowed to get in!

Don’t worry about it over your holiday. Thanks for replying so promptly.

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What is a game? What counts as a Video Game?

Everyone knows video games attained perfection in 2007. It’s a scientific fact!

Good day. I must report that I am unable to execute the provided shell script on my Linux machine, even after giving myself executable privileges and full access on all files and all folders while running as super-user. The output is:

home@home ~/Downloads/Games/DreamSaviorGakuenReDraw $ ./ 
./ 87: exec: /home/home/Downloads/Games/DreamSaviorGakuenReDraw/lib/linux-x86_64/DSGReDraw: Permission denied

My operating system is Linux Mint 18.2 Cinnamon 64-bit. I have no idea how to fix this, but if you’re using the stock Ren’Py engine, I would recommend recompiling your game and redistributing it, given how I have no trouble whatsoever with other Ren’Py games.

Thank you.

This is one of the more valid criticisms of my work, despite not knowing you in any capacity or understanding what body of work you have produced to make your opinion more valid than everybody else with an opinion of the work I create and therefore fails make your “courtesy” something I should care about in any capacity, so I’ll level with you.

If you’re looking at my writings and thinking, “wow, this guy is an asshole”, then that’s kind of the persona I was going for. I shouldn’t have to state this, but I’m not an asshole. I think that’s obvious from my more glowing reviews and the courtesy I extend to developers whose work I don’t like; I break the fall gently. If the opinions of somebody that the developers don’t know, never knew of before, and will probably never know again, is still such a large cause of stress for them, then I don’t know what to tell them. My obligation is to my readers, not to the developers who I make fun of in the public arena. Most of all, my obligation is to myself, and if I’m not honest with myself as a writer then I don’t know how I would be able to write seriously again.

One of the cardinal rules of comedy is to always punch up, never punch down, and I thought my inflated ego, absurd non-sequiters, and overall taking-the-pass attitude of my public writings were enough of a wink and a nudge to indicate I’m a pathetic figure taking pot-shots at developers who are better than me. I’ve actually lost many relationships from people who don’t understand that the majority of what I say and do are meant to make you laugh. They’re jokes. It’s entertainment. And if you’re not the type of person to enjoy what I produce - and I assure you, there are many people, renowned developers and artists included, who do enjoy my work - then insulting it on a fundamental level isn’t going to make me reconsider the way I write.

The fact is that I have no obligation to sugar-coat my words to those who are the subject of it, because I don’t believe in lying for the sake of saving face. If you want a culture of universal positivity, go look on Fur Affinity or DeviantART and see the awful, truly awful work that comes out of those dumpster fires, and see how many commentators will be praising them regardless. I don’t care if artists are trying their best. One of the hardest lessons you have to learn in life is that, a lot of the time, your best isn’t good enough, and anybody who matters isn’t going to accept your mediocre work for the sake of politeness. You either learn these lessons from the people who have experienced them, or you learn them by being a part of them yourself, and having no idea how to deal with life when it comes crashing down on you.

Criticism is honesty. Full stop. The worst thing you can do to an artist is tell them their work is perfect when it isn’t.

Oh, you’re too humble. No need to apologise for the circumstances of your life. A lot of what I write is deliberately meant to be over-the-top and amusing to my readers even if it isn’t directly helpful to the development team, so please take the silly parts with a grain of salt.

All you can do is have a stone-faced Stoic attitude, hoping for the best and preparing for the worst. I believe in you! Which is rare, given how little I believe nowadays.

I am sure you’re neither lacking or dangerous.

Please enjoy the company of your friends and rely on them, instead of me, to understand you best.

Damn, you’re good at this. You should do the Butterfly Soup review I was gonna post in a week or two. And what’s this? Friendly fire on a Bi Guy? We were supposed to defeat the evil, not become it!

I can tell the conversation I’ll get out of my comment will be tempered at best, so I’ll let my e-mail address be the way for more discussion from yours truly. Or you could, you know, accept others opinions.

I loved this title; absolutely loved it. It has atmosphere out the ass and an interesting storyline (as nascent as it was), and it inspired a whole lot of feelings out of me I’m not sure I understand a bit about, myself. It has brilliant art and that old type of charm, and it’s really one of the few environmental sims I can uncharacteristically say I enjoyed. It did give me a headache, though, which is probably because of the low resolution.

I gave you a great review on Kratzen - the highest score. I think it’s something that anyone can experience for themselves and feel something different in regards to it. I think that’s special.

Well, you can colour me surprised on this one! I thought it would be impossible to make a Minecraft-inspired 2D pixel art title that has the potential to be interesting, at least in any year past 2009, so seeing a title like this one turn out to be pretty good is a sign of the creativity that developers and designers can showcase given a generic template.

I do think the design is solid and simple, avoiding too much of the tedium that’s endemic to games like yours, though with the caveat that there’s not all that much to do in the title (at least on the version I reviewed, 1.0.4), so I’m going to keep hoping this game turns out to be something good in the future.

I gave you a nice review on Kratzen, though I do bring up some potential pitfalls for future development prospects. I suppose I should be more optimistic, eh?

First of all, for any of you who are still reading this page, I want to apologise to the developers for what Nintendo did to their work. It was a completely unnecessary act of aggression from a multi-billion dollar corporation, and I can only imagine what the designers of this game went through when they first got their game taken down.

And because we all know this is part of the reason No Mario’s Sky got famous, I’ve decided to look past that in my review and focus on the gameplay. To which I have to say it’s obvious it was a game jam game, and that I didn’t know what to expect from it, but what I got was really quite little, and overall I found it boring. It’s am impressive programming feat to be sure, but as for what the programming supports, it’s not much at all.

So I wrote a fuller review on Kratzen, and I think it would be best to see this game as a historical oddity instead of an actual game. But I do see potential in the developers, to which I say: keep it up!

By the way, there’s a technical quirk with my purchase where it won’t go through, the details of which I sent to support. I might have to suspend the contest if it doesn’t magically fix itself by the last day, so be warned.

It’s hard to relate to something we don’t understand, and it’s even harder trying to express what you don’t really understand yourself. I don’t see you as a worse person because something you made wasn’t to my tastes, or that your feelings are invalid because you didn’t put them in a way I would consider to be the “correct” way to put them. I have no reason to put down someone I don’t even know, and I don’t want that to be the end result of my work.

You have to understand there is a silent majority of people who will come away from your work thinking it’s a bunch of nonsense, and you will never hear from those people because they don’t care about you as a person. And you have to understand that even though it is your art, you’ve still posted it publicly, and your audience is going to express their thoughts about it. I’m your audience, and I didn’t like it.

I pander to the majority of people who are sound of body and mind with few scruples in their life, and I have to bring out work that’s most appealing to them while encouraging them to make great work like the games I do praise. I don’t feel this game is the type of work they should be making, and I reflected that in my review.

If you care about art, don’t get mad about some Internet Asshole’s review of a work that I forgot about a week after its publication. Get even. Keep making good work and keep making things that people want to see. Because, hell, people do want to see it. That’s the way it is.

I don’t understand why you’re offended at a comment that isn’t even directed towards you, though I wasn’t aware I was only allowed to share the “correct” opinion for it to be seen as legitimate, and that any other opinion is a desperate attempt at scrounging views from a game that nobody has heard of and will likely go the rest of their lives never knowing about.

The developers of Oblige, too, were likely to go the rest of their lives never having heard a contrary opinion of the work of art they have made, and that I’m just the outlier in a sea of universal positivity. No, it’s instead likely there are many people who played this game, found it not to be to their tastes, and dropped it within five minutes thinking it’s a piece of crap.

All I’ve done is express why it wasn’t to my taste in a way where you can see it. If that’s being a dickhead, then call me a dickhead. It’s my privilege to be one.

I have to show my bleeding heart here and say I didn’t dig this game at all. I was interested in the story, up to a point, until I found all the rich atmosphere and potential of peering into history to be wanting of a decent plot. The gameplay, too, is bearable, but it does feel like the effort is not worth the sparse lines of dialogue I receive for the amount of focus I have to put into your typing mechanic.

So I gave it a disappointing review on Kratzen, but I do think your collective talents are able to make even better titles in the future. Here’s hoping university isn’t too hellish for you!

To say this game was a pleasant surprise was an understatement. I was expecting this title to be a complete POS like every other indie game with a cool art style out there, but it did not come to be so bad! I did find, in the demo provided, the art style ended up being the best part of Underhero, with much of the gameplay broken up by backtracking and slow-paced combat. The moth at the end was nice, though if it was a moth, I remember not.

I gave you a good rating on Kratzen, despite the body copy being old pessimistic me. This is one of those rare cases where I wish all the best to the developers of this title, because I can see it being one of the good ones. Spit and polish, and all that.
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Contest closed. Bugger off, the lot of ya.

I like VA-11 Hall-A, I like Kenney’s assets, and I like giving gifts to my friends. Most of you aren’t my friends, but I’m providing the opportunity for two lucky gentlemen to receive this bundle for free.

Send me an e-mail with your favourite game that I should review, and I’ll throw your names into a computer and let RNGesus decide who gets what. Whoever follows my profile gets their name written twice. Yes, you have to find my e-mail. Yes, I’m only paying for two bundles, so if you don’t get the gift in your inbox, too bad.

Also, “gentlemen” is a gender-neutral term. It’s like “dude”, or “scavenger”.

Edit: Okay you all have until, uhhh... nine hours until the deadline to get your submissions in. If you don’t... you know who you are.

I have to apologise to everyone who such nice comments on your work, because I found it incomprehensible and likely to earn a bad reputation among those who don’t really like art games. I like art games myself, but I didn’t really like this one, and it inspired a lot of negative feelings in me towards the entire concept of - you know - art games in general and how they can actually be harmful to those who take them too seriously without understanding what, if anything, they are attempting to say.

So I gave your title an extremely negative review on Kratzen, and I should let you know that I’m in no way trying to trivialise whatever struggles you have gone through as a human being. I have to rate this piece of art as I see fit, and I just didn’t understand it at all. That’s the way it is.

I’m happy to see this little visual novel get so much buzz. I really do appreciate the effort that went into the art style and characters, and it’s obvious that a lot of care went into this short story despite how it doesn’t say anything too insightful or too meaningful. But on the whole it’s a good one, especially in how short of a time it was made. An inspiration for artists everywhere, I would say.

I wrote a review on Kratzen about this title, and I gave it three stars there. I hope the talents behind this novel are put to good use in the future.

Clearly this bundle takes inspiration from the extremely famous “Kratzen Selects” bundle, which is entirely free and really needs to be updated one of these days.

Left has that free software on fleek 😺👌

How long until Itch puts books on the front page? I have fans in Ukraine begging for my own novels to get recognition. Well, just the one, but she’s real great, though.