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hypomnemata

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A member registered Apr 19, 2019 · View creator page →

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Cheers! I'm a big fan of weird and eerie stuff so I'm very glad it comes across that way successfully and not too over the top.

Yes... very good to activate the brainfolds... I tried to include an allegory in the narrative but I'm not sure it came across lol (hint is in the game title's acronym)

To me this is a horror dating sim where the horror comes from being unable to take the little fella behind the counter out on a date. Very elegant art direction and intriguing premise, big ups from me

Thanks for the kind words! We tried to tackle the theme first thing, so it's great to hear that it comes across well. My teammate did a really good job with the audio and absolutely nailed it atmosphere wise 😎 

Thank you so much, and I’m really happy you played through it more than once! I'd worry that the gimmick would wear too thin if dragged on too long for this particular story lol, but there's definitely room for more stuff in this setting with similar mechanics. Will keep that in mind 🤔

Thank you! Atmosphere's usually what I try to nail first so I'm glad it came across. Definitely feel like there's a lot of untapped potential with the mechanical concept - might circle back to it some day.

Thank you so much! I had a lot of fun trying to build the theme into both the story and the gameplay, glad that you liked it.

Thanks! I'm not much of an artist usually, more of a wordsperson, so it was pretty fun figuring things out as I went. 

Thank you! This was my best attempt at marrying the narrative conceit I had in mind with the jam prompt, lol. Hope it felt coherent, I love me some wacky dialogue systems

I actually laughed out loud when the Count's dialogue was cut short lol. Fantastic art direction, love me some good mood lighting. If yall were to return to this concept, I think it would be interesting to explore having forward-only dialogue system (not sure if that's the proper name for it - basically having character dialogue always being different/only progressing when you return to them). You'd probably have to write in a bit of redundancy clue-wise, plus you'd have to figure out how to make item-triggered dialogues work, but I feel like it would add a lot to the immersion + add a lot more opportunities for humour. The usual dialogue box choice list feels a little mechanically limiting in the context of a countdown, personally. But that would definitely be more something to figure out outside the time limit of a game jam. Favourite moment: Picking up the C***t's c****e and rotating it like a rotisserie chicken