Really charming and engaging presentation. The longer sections were also really nicely poetic. Good old lorem ipsum...
lacunova
Creator of
Recent community posts
Thank you so much for reading and vibing with it! I knew instantly that a little retro swimsuit would be perfect for her... And that part definitely came from a very real place, it can be hard to know how much of our wants genuinely come from within and how much is what seems "right" or "correct" to do. It's all very confusing..!
Yes, that totally makes sense! I thought a lot about how robots might communicate differently about these things than we do - at least that they may be able to be clearer about what does and doesn't gratify them as they encounter it, with an honesty that I truly envy. Writing the scenes with the jewellery box was when I started to understand why I made this game, I think. Thank you so much for playing!
This was such a precious, heartbreaking little story. The imagery is incredibly vivid, and a couple moments were quite tearjerking to me. I loved the woodcarving scenes, the lonely ambience inside the hospital, and I feel like it ended in the perfect place too. Sofiya's internal conflict over her choices is quite real and goes in the opposite direction to many stories of this type IMO, and Sonya's turmoil over comforting the loved ones of the deceased patients (and whether or not the things she says are things she can truly believe in) got at me too. The game's assertion of mourning as the final symbol of love, something that Sonya *desires* to do for Sofiya one day, was also very powerful. Thank you for making this!
Some absolutely incredible jokes in this one, thank you... incredibly fleshed out roleplaying... maidgender pretty good... and wow intrusive thoughts sure are like that.
I'm glad I read the devlog also, your thoughts about pervert art and worries about how you're perceived as an artist resonated too. It's so easy to want to compromise in favour of working on safer projects but what you wrote was very inspiring..!! If I could make a game as indulgent and special as this one is someday, I'd be very happy...
Hahaha, I love the chaos of this game. Like many people below me have said, it definitely fits the theme. It looks like you put a lot of thought into the effects of each item, but I wonder if there's a way to make it clearer at a glance as to which ones are good or bad? I think that's the main part I struggled with when I first played. I hope you do add those future updates, I'm interested in where this game could go!

















