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ItGrindsAndItRoars

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A member registered Aug 07, 2020 · View creator page →

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Thank you! I'm glad you've enjoyed them. 

Thank you for the feedback, glad you enjoyed it.

Glad you enjoyed it!

Yeah, there is a bit of a delay on the selection screen. (If your trouble was using the A + B keys, you can use the Z + X keys which are a bit easier to reach.)

I had a friend who play-tested it who said it reminded her of Pheonix Wright, though I've still yet to play those games. The ending (regardless of which you get) is, for lack of time, abrupt and brief. There is no way to win, just different endings. Thank you for playing.

Thanks!

Thanks!, I tried to keep it short and sweet. 

Thank you, I'm glad you enjoyed it.

Super interesting visually, artist absolutely killed it. At times the stepping sounds got a bit grating and I found myself significantly turning it down for that reason, I personally would've liked a nice spooky tune. It was a well-executed platformer with  no surprises (bad or good). It's exactly what it says on the can, and by getting a look at the visuals from the preview GIFs you can see that it's one hell of a can. 

Very simple, yet very sleek game! I would like to have more information on the implications of my choices. It wasn't immediately clear to me the effect of weather or the differences between menu items. Nevertheless, good work. I enjoyed it.

Thank you for playing!

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I'm glad you found it engaging. It is incredibly sparse, and despite having virtually no mechanics I sorta over-extended the ambition of the plot. Were I given the challenge again I would likely try to capture a single moment in vignette rather than a whole arc but I'd like to think it half-works in being a novel presentation even if it's not an effective one.

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Thank you, I'm glad you enjoyed it. For some reason I enjoy the whole Brecht-ian approach of making a level of artifice or a level of self-awareness of the game as a game and not as reality. Sort of an experiment in intentionally damaging the immersion as a way to be more sincere. (Obviously it's just a pixel visual-novel I made over a weekend, but I at least like that as a broad goal, that even if not realized, is sorta played with.)

Thank you!

I don't know if you've played Kentucky Route Zero but reminiscent of a couple of moments where it asks you to arrange a poem or song by grafting together disparate passages.


Take care

after the wicked old woman Priscilla, because she

was your kind aunt Prissy many years before

her silver curls were black as night, and

you used to weave flowers into them

Wow, thank you. I'm glad you enjoyed it. I'm happy to have had the opportunity to participate in this game jam.

Thank you, that means a lot (especially from you, you seem to know aesthetics very well!) I'm not well practiced but I tried to jump around in perspective and keep it sorta cinematic. The music is actually excerpts from two classical guitar pieces from an old guitar class I transcribed (I had the sheet music lying around). 

Thank you for playing! Definitely in my next attempt at a visual novel-style story I'll have some consequential choices woven in with the less consequential dialogue. 

I couldn't complete it even on easy ) : Nevertheless, good work. I loved the look of the intro segment and mechanically you definitely have an interesting idea here.

Thank you!

Thanks <3. 

Thank you!

Thank you!

Absolutely. I had in my original conception that there was going to be some quick-time events that would divide the narrative into a pass branch or a fail branch but figured I didn't quite have the time. Thank you for the response.

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Grinning from ear to ear while play this. Incredibly cute look and absurdly professional. Played it twice through. I could imagine coming back to this just to calm down. Peaceful energy.

Loved the duotone space, really reminded me of Obra Dinn. Alien eyes were, I think, intentionally eldritch. Reminiscent of Lovecraft's Polaris where: 

"the Pole Star, evil and monstrous, leers down from the black vault, winking hideously like an insane watching eye"

I didn't see all notes, but the anxiety of being watched but being unable to identify who the watcher was was conveyed. The setting of classrooms and the janitor aspect I saw as contributing to this feeling that we are an almost spectral presence meant to be unheard/unseen but yet we are clearly being seen and we are unwanted despite setting everything right again. (Just the vibes I got.) Great work. 

Making it so simple allowed me to work on the details, I really wanted it to feel brief yet have some complexity and it sounds like it worked. That is wonderful to hear.

(I wouldn't recommend a second play-through, as it is pretty linear.)  It's great to hear you enjoyed it so much, thank you.

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Very reminiscent mechanically of Hotline Miami, also manages to capture some of the morbid/dark humor of that game. Good work.

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Got to the ending! Reminded me of playing the Sims. I really like how the happiness gauge makes it seem as though we are really conscious of how we are feeling regardless of whether it is low or high (and it's a good reminder to stay conscious of how we are feeling IRL.)  Good work.

I'm glad it was chill, that was definitely the intention. Thank you the comment.

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Took me 8833. High black walls and the neon pink floor gave it almost an alien planet vibe. Fits with looking for crystals. I'm having the same issue with going full screen but it played fine for me in the tiny window. 

A very treacherous castle for the hapless butler! Nice work on the sprites.

Interesting idea. I love how despite having a winner and a loser, within the language of the game you are giving each other comfort. Good work, really touching.

No doubt that was a latent inspiration for the whole Pixel-Western aesthetic. I remember playing quite a bit of Oregon Trail.

I had a really good time making this project and I'm glad you enjoyed it.