Such a fun time! There were multiple points where I squealed in delight when finding out the details of a new mechanic. Each new color is really, really tight in how it combines with the others, and I loved the satisfaction of pulling off a tight move. A lot of the same satisfaction/pride as, say, finishing a good Meat Boy level. Really tight. A little tough on the one hand, though. I would maybe consider having one other optional control scheme in addition to the default one---there were definitely multiple points where I felt I would have had a more comfortable or satisfying time with, say, the arrow keys for movement while the left hand controlled the colors (or movement with left hand and each arrow key mapped to a color?). Really amazing work!
sammy!
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Such a fun time! Really wonderful art and direction, and it was satisfying getting a hang of the controls (the teleport companion was especially fun)! A lot of the bullet storms felt really fun to weave through! There were some parts where it felt really easy to just be bounced out of control---sometimes this was actually really fun and added to the pace of the game, though at the very end it felt like I wasn't really sure if I was even doing what was intended because of how much I kept bouncing around.I would definitely love to see it developed more---I could easily see myself getting lost in it!!
Great work, and thanks for sharing!
Absolutely lost it when the music hit. Saw the other comment mention that it was Yakuza music before I played and yet somehow I didn't predict what it would be. So good! Really fun comedic dialogue and some really great comedic timing! I know the gameplay is simple but the basic gameplay loop is basically exactly as long as it needs to be for that first punchline to hit really hard (kinda like a fish-love-y version of that old screamer maze game, gives you just enough gameplay to get you focused for everything to hit just right) haha. Was already loving the dialogue but then ending it on Fih's parenthetical fun fact and the completely different tone of voice...Parfait. Parfih, even.
Amazing art, some real cute writing, and some fun gameplay! Things like the knight's slash being well-telegraphed made the whole thing feel satisfying to play! Vertical movement felt sometimes a bit tricky and not immediately responsive, which was especially noticeable when fighting the birds, but it works well with the scope of the game :) A fun time! Amazing work, and thanks for sharing! :)
So, so cute! And some really, really fun game design. There's a lot of moments where the game choreographs its mechanics in a very natural way. Learning to really take advantage of saving the jump until the middle of a fall felt like a gamechanger, especially once I realized how many of the levels reward taking that movement. The combination of that + control over the light source + fall damage + the energy both being time and dependent on how much you extend the light source really just made the whole thing blend together so well. I also liked how it felt like I was able to information-gather a lot from failed runs. And the art is super cute---loved making the little guy shuffle back and forth, haha!
Slightly decreasing the time that the platforms stay still would definitely help keep things moving/make repeated runs feel a little smoother. I definitely get the tension of wanting to increase some tension from having to wait as the energy ticks down, but it definitely got tough at some points because of that (especially because, from the nature of the game, you can't see much in the meantime!) For QoL, I'd also remap the continue button to be the interact button on the level clear, rather than the restart button. These levels definitely do feel speedrunnable (and I'm tempted to do so haha), so maybe the restart button can be the default when replaying a level, but I did definitely restart a few levels on accident because of hitting the interact button a few too many times when finishing.
So much charm and life in the game---loved all of the death flavor texts. Great work, and thank you so much for sharing!
Aw, thank you so much! I'm so glad you liked the writing and the intro---that was definitely an important part to me, so I'm glad it played out to a good effect! And thank you for the note on the encounter rate and difficulty; it's super helpful for figuring out my footing with balancing a bigger game!
Thanks again!!
Such a cute game!! I was really surprised at just how into the letter-writing I got. You've landed on a really engaging structure! The information gathering phase translated really naturally into the letter-writing stage, and I love that you went through the effort of having all of these different tones and sentences for each part of the letter tailored to that specific relationship. Not only does that effort not go unnoticed, but it really made the whole thing feel alive---there were some letters I tried rewriting multiple times just to see how good I can make it, options that warmed my heart, options that made me wince! In particular, loved the detail about asking the characters how often they talk and if they think their crush loves them back (the one or two that said "No." made my heart race! The drama of it all!)
To really complete the package, I'd love to see some response from the characters after you give the letter (or maybe, more narratively, after they give their letters to their crushes?). It could have a dual role of both giving some satisfying dialogue and also giving some more specific feedback to the player if, after a few attempts, they can't get a higher score on writing the letter. That said, I know that's even extra scripting and writing to make sure that each response feels unique, especially when the rest of the writing is as detailed as it is. I think even without it right now, the characters have a lot of life and charm to them.
Great work!! Thank you for sharing! :D
A real fun time! The physics of the heart platform confused me for a bit but once I got the hang of it some of those jumps ended up being really, really satisfying! (Though I think it would be extra fun if we could have a little more control over where the heart ends up, too!) I think some of the levels might be a little bit long for deaths to reset you at the beginning, especially in those first two levels when you're getting used to the mechanics, but it was satisfying to get better at it. Cute art, too! Those bats are the bane of my existence, haha. The puzzle at the end with the three switches was fun, and I feel like that kind of puzzle could make for a really fun focus in the full game, especially while managing the platforming and action. Great work and thanks for sharing! :)
RPG Maker represent!! :D
Really great work! Love this narrative-driven game. I thought the use of the same repetitive actions to drive in the monotony of this person's life now was great. I think there were a few times in which certain actions happened out of sequence on my run (the one I noticed it was being able to get the dinner on the couch ready in the morning before the night segment had even begun) but nothing game-breaking. Writing was really great with using sparing details to convey a bigger sense of feeling. Good sense of unreality to the entire thing, too, which juxtaposed nice with how mundane this person's life is, now. The office segments really did well at establishing that---the line about the queue at the printer being too long really struck me. Just one of those really telling details. On a different note, "I want to reheat meals with you" made me tear up :)
Thank you for sharing, and great work!
Amazing art! I really liked the intro especially, the short emotional sentences make it feel really punchy! The opening sentence especially got me :,)
Gameplay was fun and relaxing enough, though I would have liked a little guidance about what I did wrong at some points---it felt like I didn't really know what I was doing wrong and what I could do better! I love how much life all the characters and their relationships seem to have. Great work!!
Really gorgeous art! I love the style; the line-work is really expressive and creates a really great tone and sense for each character. The characters all seem fun, and even with just the few interactions I was really endeared to them :) There were some points where the gameplay felt a little confusing (Clem asking why we're skipping when we went to class, for instance), and it was sometimes a bit too easy to fall into selecting something by accident. That said, always love a good VN, and I feel like you made me like the characters enough here that I'd love to see them in a full one!
Such amazing work! Really great spritework and music, and super fun character designs! Kisses was especially fun; felt really, REALLY satisfying having those attacks hit. Gameplay wise, Hugs' kicks felt a little less novel, but his sprite and energy were so great that I still loved playing as him. So many cute little touches like the graffiti. Thank you so much for sharing---it was a blast!
Such amazing art, oh my goodness! Really solid gameplay concept, too! I do think level three becomes a bit too tricky for me though---the combo hit of bystanders both ruining shots AND also looking your way for long periods of time meant that there were a lot of long stretches/failed runs where I felt like I couldn't do much (bystanders walking in the same are nonstop and not moving enough, or the exact wrong timing of everyone looking ahead in a chain haha). It would be nice if there were more deliberate windows that opened up (or maybe that the player could open up some way?) to get a little bit more control of the run. Even just being able to aim the camera while hiding would make it feel like there was a little bit to do while waiting. That said, it really is such a fun concept---capturing a good shot feels really satisfying, and I love the tonal dissonance between how she presents her album and the reality of what's happening, haha. Great work!!!!
A real neat take on Tic Tac Toe! The three additional skills were fun, and it was satisfying slowly working them into my strategy in more complicated ways. At first was pretty confused at what was deciding when the player "lost"---I think making the point count a bit bigger on the UI a little bigger (and maybe add clear audio cues) would go a long way with that. I think it would help to make winning feel like more of a goal; clearing lines is satisfying but I'm not really feeling the satisfaction of winning a set (and almost wish I could keep seeing just how long I can go). Your plan for the enemies to also be able to use skills definitely sounds super enticing. Thank you for sharing!
Really creative interpretation of the theme with the eyes being the X's and O's! :D
Cute little possum and fox sprites! The audio loop resets a little too frequently; I'm not sure if it needed to reset for every death (maybe just a sound effect instead?).
The playing-dead mechanic is fun, and I do like the speed boost and motion you get in that state! If you were interested in expanding it into a full game, I think there's a lot of potential in having the player rely a lot more on how they can move while playing dead. I replayed it a few times trying to see different ways I could get through some parts of the levels while relying more on the slide rather than the platforms :)
Thank you for sharing!! Great work!
It took a fairly while to get used to the controls of the game---finagling with the inventory/holding item system and figuring out how exactly to write and seal letters was a bit tricky---but once I figured out I had a fun time getting into it and writing letters! I like the rhythm of having to get up from the desk to put away the letter, only to come back and see another email. That said, stuff like getting the pen or envelope ready could sometimes take the steam out of the gameplay.
The idea of this soulless world where writing is now a thing of the past and done by writers trapped in rooms was pretty neat, and I liked how that blended with these glimpses you got into these people's lives and loves! Not sure how the letters were graded in the end, but tasks like writing a poem in iambic pentameter were fun enough where I was willing to play along and really get into it---I think more concrete and fun tasks like that that really make you approach the letter-writing in a very intentional way would be super fun! I think I spent like five minutes just having fun riffing on an iambic pentameter poem, which was a fun time!
Good work, and thanks for sharing! :D
Such a beautiful take on this myth! It's full of amazing prose that so thoughtfully considers what to bring to this interpretation, and how to best utilize the Twine medium to do it! The dynamic between the two main characters was fascinating, and there are so many great moments of intimacy and tension between the two of them. The setting of the original myth is also being used to its full advantage here, too. Just absolutely phenomenal.
