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Kaiser Vox

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A member registered 53 days ago · View creator page →

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Hello, how are you? I hope you're doing well! :D

I enjoyed the experience; I found the writing good, the intelligent use of sound effects interesting, and the plot intriguing with the indirect use of information to advance the story, making you think. 

Now, I'll comment on 2 things that I thought could have been better, they're not bad at all, but I believe they could be improved:

1) The central hub should be more intuitive, even without the map. Perhaps dividing it into sub-stages and making the navigation between the information center/café/lighthouse/row of houses more fluid. I think when you were working on the project, things became redundant in your mind, but playing it, it seemed less fun and more of a burden. However, the first time was very good! :) I believe a logbook could make things much more interesting and keep the player engaged with the situation they want to solve, like the laboratory password, without having to keep going back and forth to check if they missed any information outside the saved in inventory.

2) Clarify better what's valid or not. For example, within the interface, should I look for hidden texts in white or not? Is there a secret on the title screen, a hidden button, a mandatory info not registred to advance? Since puzzle games are varied and commonly require specific logic, I honestly didn't understand the nature of the game in the first 15 minutes. On one hand, it seems sequential through navigation and dialogue with listed options, but the search for names and information is parallel and open to whatever answer you think of.  For me, who is not a native English speaker, I don't even think structurally as someone who speaks English thinks, and this is a problem that could be avoided with pre-defined sequences that indicate the logic to be followed subsequently.

Overall, I enjoyed the experience and would recommend it to anyone looking to try something cool on an afternoon :)

P.S: If the ending 2 were a song, this would be it:

My instant favorite. 💫  More important than using the tool well, It was delivering a very well-enveloped message. Unless someone has a big rabbit in their hat to pull out in the next few hours, this one was probably the one I liked the most. Directly quoting Ray Bradbury "You've got to jump off cliffs all the time and build your wings on the way down."

Despite being forced to give a star rating, if I could, I would just attach this song and that would be enough. 

Curious point. Alternatively, a title for me for this project would be "I Have No Choice" because the dialogue deceives in a pessimistic perspective of who one is and the world around, however, the possible solution to the presented conflict is for the person to be oneself or abandon the possibility of becoming what one seeks, to be significant.

I remembered Rousseau's words in Emile, or On Education when introduced to the small box of experiences opened when we, for any reason, need to proceed outside the nature and rhythm in which we grew up. If, on one hand, emotional upbringing creates healthy bonds between peers, it also establishes an emotional dependence, which is shaken when challenged by external norms and expectations. While the mother has the pleasant figure of supporting the discovery of passions, the father provides the discovery that separates personal fulfillment from emotional obligation, reminding us that conscious absence is autonomy, different from indifference towards the unknown, which arises from fitting into pre-defined standards before we were born.

What a lovely game, with a heart-wrenching track and dedication to the voiceover! ☺️ What a pleasant surprise, almost like the ones we get when we find something we didn't know we had lost. 💫

Because of Paulo perspective, I understood that Oddie is connected to the pursuit of a virtuous and meaningful life. It involves not only personal pleasure and satisfaction for Paulo but also the realization of moral virtues, a state of lasting and profound happiness that arises from cultivating meaningful relationships, personal development, and engaging in activities that bring a sense of purpose and meaning to life. Something that transcends leaving the earthly world because it lives as a memory and legacy in whoever remains, even if the person who appears is Odysseus.

Thank you very much for sharing your creation and, if you could, I would like you to show this video bellow to the soundtrack composer.  I could write something but I would like it to be heard 😊

This reminded me of Sartrean existentialism. Was it intentional? Basically, in case you're not familiar, it's the idea of the interdependence of choices. When you choose something for yourself, it implies a choice for others. When someone chooses to persevere or give up, they show the other person what reality is, out of all possibilities, the one chosen as true because it's the only genuine possibility that reflects what their existence represents. This ranges from very vague things like a person's musical style or their preference between sweet or savory... to what one does when they are alone.

What a peculiar project. If you want and wish, answer the following question; If Coda had an objective value as product and you were given a symbol to put on that product, what would the product be and what would the symbol mean?

Buddy, this kind of humor of yours is gold! 😂😂😂😂😂😂😂 Crying with laughter here, I'm that kind of person 😂😂😂😂😂😂😂

Last time it was about aluminum once was more valuable than gold. I couldn't stop and that's exactly how it is 😂😂😂😂

If on the one hand I'm laughing, you can cry because anyone who knows me says I have a very dubious sense of humor.

Here, look at this, you won't understand anything and that's great. It's the federal deputy called "pear woman" something that perfectly matches the atmosphere of this game.

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Hello Jaylus, how are you? I hope you're doing well! First of all, thank you very much for your comment, your precious time, and kind words. May life deliver to you twice the genuinely good things that are reserved for you. I briefly replied via Discord and took the liberty of expanding the comment here.

This is my very first game ever. I've always been quite fond of games in general, and although I occasionally risked trying to create something, it was only in October that I came across the ChoiceScript tool in an app store promotion and two games that made me think, "I want to do this too!" The first is Breach: The Archangel Job, and now I doubly admire the creators because creating a dice system is unbelievably punishing in the tool, and I'm sure they went to great lengths for it. And Life Of a Mercenary, which showed me a very interesting dynamic between attributes and resource management, something I also enjoy because my favorite topic of creation is usually territories and factions. When I saw this jam, which is mainly about dialogues and short things, I took the opportunity to see what I can do. Honestly, because why not adopt a language selection model in the tool, and the fact that it's only dialogues was an opportunity to test my English when creating, which, being very kind to myself, is a very well-done basic haha.

About the 2 achievements, I believe it refers to one that is in the language selector that plays with those who play in English or Portuguese. The other one you probably saw is the "R-Ratana Dorifto!?" that plays with that Initial D scene, the "K-KANSEI DORIFTO," when explaining the track in the practice session haha. I'll leave the video below that I find quite funny to be honest.

Only one is in Portuguese. Ideally, I would have left the achievements in Portuguese on one side and English on the other, but I don't know, I found it aesthetically cool to leave it divided in this project, and only two are completely in English. Mainly because in my area, when you're being sarcastic about a something expensive just because it's written in English, it's very common to blurt out English words absolutely out of nowhere. I saw an opportunity to play with my fellow countrymen and to brush both sides, as those words are in English, because it was through playing and looking for meanings by association in the dictionary that I managed to become literate to read in this language.

Regarding the use of tags in names, I love it and understand that the fact of creating things digitally allows democratizing this resource that I love so much! haha As it is part of the jam's proposal, despite dialogue, I couldn't resort to the classic "So-and-so said," and it was really a problem because there are many characters, and when racing, the perspective shifts from the pilot. So much so that when I use the interaction part on social media, I could play more calmly without getting lost too. So I preferred to leave it in the dark until the text naturally indicates who is speaking. When you create your things, do you imagine things like a commercial? I do that. Most of the scenes, without being able to describe anything, for me, are like those perfume or car commercials haha It's about that there but not really. But if it doesn't break the rules, I would love to do that in everything and eliminate the perfume/car commercial vibe in those long parts.

Again, thank you very much for the comment :) I'm waiting for everyone to send their projects, and I'm playing them one by one in my free time. I'm looking forward to seeing your project too! Much light to you!