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Kastel

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A member registered May 27, 2018 · View creator page →

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Thanks for letting me playtest the game. I wish I got to show more footage of how I played, but I didn’t want to give poor feedback while I was sick.

I’m still working my way through the game, and one of the ways I think this game succeeded is how committed it is to its own ethos. The game is more difficult than Sylvie Lime and is closer to the browser-only games in terms of pure Sylvie platforming and puzzle design. But I keep taking a stab at it because it’s so polished and focused on bringing out the platforming quirks of the game.

Unlocking several elements and figuring out how to traverse with it was so fascinating. I also liked how the story needed to be pieced together. It felt like I was uncovering a game, which reminded me of games like TUNIC and La-Mulana.

I look forward to more people discovering the game with me because it’s very fun, difficult, and full of secrets. I enjoyed talking about the game with others. It feels like it’ll be a modern Sylvie classic.

This is a genuinely impressive game. I stumbled upon the title while looking through the Climate Jam out of boredom, and I thought it was cool how the game was clearly made by people engaged with the ecological movements.

It captured the ebb and flow of how people tend to think about climate change activism while also name-dropping some pretty important books like How to Blow Up a Pipeline. This is clearly a game made by people who understood leftist green politics.

I highly recommend the developers to make more games. This is really good stuff.

The way the writing delves into a personal space that’s both uncomfortable and intimate is incredible. And it jives well with the sticky notes aesthetic because, well, it defines the kind of relationships the game explores. I can’t really express it, but I really found it mesmerizing and wonderful.

Man, I may have to read Anti-Oedipus sooner than later.

The presentation of this game is immaculate. The character art is quite expressive and the final sections where the backgrounds kinda melt are great.

The writing is rather wordy for my own taste, but I think it captures the longing and isolation both characters feel. It explores the psychology of the characters, the guilt they have, and the kind of suffering they face living in purgatory. Refreshing to see a “no stones left unturned” approach.

My only real criticism is that the NVL textbox doesn’t contrast well with the background at times. It’s hard to read the text.

This is an impressive RPG Maker visual novel about a kind of trans polycule. The game captures the cadence of Discord conversations: people get horny, angry, sad, and repeat the same dialog over and over again without knowing how much this repetition puts them in a kind of purgatory state. It felt like a game that came from the heart of someone who’s seen this stuff happen a lot.

Thanks for making the game.

I learned about the incident at in my early 20s when a visual novel brought this subject matter up and it was just a strange experience for me. I felt embarrassed that I didn’t know this much earlier, so I guess this was a way to write a game revisiting these locked-off memories for me.

Thank you for reading this too.

Haha, thanks. I wanted to make that scene as authentic as possible.

I would like to opt out of receiving funds for this itch account from the Queer Games Bundle.

I understand that this means I will not receive funds for my game.

I recommend Dungeons and Distractions.

This interview was a delightful surprise as someone who got into modern IF through Porpentine’s works. Thanks for making it!

Had a lot of thoughts thinking about this game: https://cohost.org/highimpactsex/post/5640953-some-thoughts-on-i-w

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A comforting game that stays committed to the premise. Also, I like the monochrome(?) color direction with the game.

The pizza scene is quite … real.

Really dig the aesthetics.

This was awesome.

This is the Pentiment of video games.

Delightfully funny game.

Incredible.

That was a wild read. Thanks.

That was very good! Loved the interactions and resource management mechanics.

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Finished the game. Excellent stuff. https://cohost.org/highimpactsex/post/5198851-sylvie-rpg-is-pretty

Finished this game. This was fantastic, even if frustrating at times. I really enjoyed the honest afterword. Thanks for making the game!

Horny and depressing. The good stuff.

Yeah, it’s set in Singapore.

This game was fun. Thanks for recommending it.

Thank you, it’s a work I still think about :-)

This game is so beautifully styled. I adore the subtly shifting gradients and the audio cues work really well. And I enjoy the ending a fair bit.

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I know very little about addiction besides fiction and several medical details, so my thoughts will always be half-baked. Nevertheless, I found this portrayal empathetic and the allegory of knight-monster-king drives the message home for me.

I’m also fond of how the text flickers like a burning lightbulb. Almost like, addiction is a boogeyman regardless of where you stand: for the narrator, it’s the monster that tempts them; for the king and anyone else, it’s the monster that scares people away. It feels like the only way to actually defeat the monster is to understand it, to shine an actual permanent light on it and give support to the knight besides the king (who would have other obligations to do).

I thought this title was really good and I hope more people play it.

This was a wonderful and precious title that captures the awkwardness of encounters that feel like they should mean a whole lot. And yet, they are reminders of how the wrong time and wrong place make the absences and voids much stronger.

Great job, you two!

Thank you for revisiting the jam and playing this game :-)

Got through the Myka end in eight loops. The worldbuilding is really neat and I quite enjoyed the mechanics.

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I found this a difficult yet pleasing title to read in both English and Japanese. Both are different in interesting ways. This linguistic experiment is thought-provoking at the very least.

At the very end of the work, I thought the story was hard to follow but intentionally so. It reflects the fragmentation of identity, of language, and of life itself. I guess if broken memories are stitched together, one form it could’ve taken is this visual novel. Translating trauma is not an enviable task, but I think this captures a bit of what it’s like to live with one.

Anyone interested in stories exploring trauma should take a look at this game. You don’t have to love the game or the story in order to appreciate what this title is doing. There’s something lovely about figuring out what makes Ochitsubaki tick, even if everything doesn’t pan out for me. Trauma is always worth investigating and it’s likely the subject matter that requires the most experimental design anyway.

Thanks for making this game. It’s awesome.

This was wonderful.

What a beautiful, enigmatic game. This captures something beautiful about how we remember and grieve without belittling or romanticizing it. I really love this.

Wonderful title.

Really interesting parser game. It’s got a lot of personality and man, I feel bad for Kira if she feels this bad lol.

Goodbye soda…

Didn’t expect you to post a comment on this game :-)

That took me a while to write and edit because I got pretty nauseous. I think what I ended up works really well for what it is without sensationalizing what happened.

Definitely one of my proudest moments figuring this out, so thanks for playing the game :-)