The art is incredible and the fact that you made full rendered 3d environments for this game is honestly humbling. Your comedic timing is really effortless and casual but the jokes still got me every time. I want to take a moment to praise the silent look to sexy Merlin. That was a REALLY solid visual gag. Really really got me. I was a part of the group who stood around narrating the demo version of this and I think that enhanced my experience for sure. All the characters voices are very distinct and it makes it easy to hear them in my head, the extra effort to give them all their own fonts is subtle but really adds to the feeling of voice. Really excited to see where this goes if you choose to expand on it!
LiceHaver
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I know I gas up everything you make this is the best thing I've seen from you so far I am spinning in little circles over here. I love your characters and how much we can tell about their dynamic without having a majority of the context explained to us. They are so compelling on their own and even more compelling in their dynamic, you create such freaks every time and I am delighted every time. As always I love your crunchy textured photo-bashed style and I think it works well here. The beep becomes unbearable after a while but I think that's the point of it. Very excited to see more if you continue with this o7
As always I like your characters and the art is very fun, I like the quiz mechanic. Very immersive. I went back and retried it a few times to see if I could guess right (I could not </3) but I'm curious to know if anything changes if you do. I got very invested! I'd be interested to see the final product, I'd love to know how it goes at this bizarre funeral.
You have a strong sense of character and I appreciate that your games tend to drop us in the middle of a group, the characters are dynamic and you can tell their personalities can bounce off each other. Your games tend to feel like I'm watching an episode of a show. This definitely leans more into the single-narrative style of visual novel, since there aren't different choices or endings, which isn't a bad thing if that's what you were going for. I think it could be a nice tool to break up the text if you threw some single-option choices into the dialogue, even if the game still only leads to one end.
Even though it's unfinished your story has really good bones, I'm interested in the character dynamics and learning more about the world and how our character got here. Your art and character sprites are really well done, i found the iridescent color palate really unique, I think the multicolor lineart is a strong choice and adds to the sort of alien quality of the story. I'm excited to see where it goes next!
God she's just like me for real. I think clicking the objects instead of having menu options is a really interesting mechanic, and I don't think the order mattered but I did spend real time choosing which item to pick up next just in case. I really liked the CVS flu shot message fake out comment it was deeply relatable to me specifically. I think it would be interesting to play around with fonts if you ever revisit this project (said as someone who could not figure out how to implement fonts in my own game)
It's my second time playing the game, once again I really enjoyed the character creator. I hadn't gotten to read through the story in the version I demoed, I liked the philosophy of it and what it had to say about sense of self and feelings of dysmorphia, I think the length would feel less abrupt if there were different ways the conversation could go depending on our choices, but I understand that a lot of time and effort went into the character sound and background art. All in all I think you made a solid game.
I got the money isn't everything ending, Big Big fan of Shadow and the My Immortal references. I love all the time you put into the different characters and their art and story lines, I think it's really clever to set the whole game in the same tent and I really appreciated that the sun goes down in the background as the game goes on.
I got the princess dress ending, I enjoyed the detailed descriptions and the way the prose lingered on descriptions of the senses and our environment. If you wanted to take this a step further, you could run your text by the writing center or perhaps just through a site like grammarly, to catch little things like spelling mistakes and tense disagreements, which I noticed a few of while reading. Clearly a lot of time and effort has already gone into writing this, though, and I found the main character's journey and backstory interesting.
I also enjoyed this "fake world" ending, and found it unsettling and bittersweet how she doesn't break free from it in the end.
I hit the same block as some other commenters, ending on "Hm, not quite." I think this piece is very atmospheric and going in an interesting direction, I liked learning about this character and their psyche. I felt a bit of an absence of meaningful choice, I can't think of a section where we were made to choose between two things, we always had the option to exhaust the dialogue. I think forcing the player to pick an option knowing that they'll be left with incomplete information adds some stakes and repeatability to what otherwise seems like a very linearly narrative-focused game. All in all good job and I'm excited to see where it goes.
I got the (unfinished) ending where Isla is turned into a shadowskin. Obviously this is still in progress, but I enjoyed what you have so far! The tense changes in the ending I got from second to first person, which stuck out to me. Obviously that part is still being edited, for immersion I recommend you keep the tense the same throughout, although I think second person was fitting for this type of story ("you are being chased" often feels more personal/anxiety inducing than "I am being chased.") I enjoyed this story and the world building, I liked the way you snuck in exposition through exploring the house, I'm excited to see more as you complete it!
I found this world very lived in and charming and felt reminded of those we love alive in terms of doing my tasks in my little house every day. I would have liked the option to move forward before having to complete every task, but do appreciate that the text is different in each loop despite some of the tasks repeating. I got the ending where the dragon and I team up and unfortunately end the Knight, I think more would have been revealed in other paths but you do a good job setting up the lore of this story though little details. My working theory after one play through is that the dragon used to be the princess and this is why the knight is after her and why she refuses to shapeshift into a human. Overall a very fun and cozy game that clearly had a lot of time and effort put into writing it!
I got the "Neither of you will ever be alone again" ending, which was creepy and unexpected in a way I really appreciated, I enjoy your writing style a lot, it reminded me of Birdland a bit, both games were funny in an absurdist way. I felt that the characters seemed real, and got attached to them and their stories during the short playthrough we had. If there was another ending the path to it wasn't obvious to me, but I didn't feel dissatisfied with the choices I had or the ending I got, and found it fitting for the story. Good game!
I had so much fun playing this game and drawing/imagining my horrible homunculus creature. I have no clue how this was coded, the first ending I got I died because I evolved an armadillo shell, but no weapon, and I was impressed that it knew that I had armor but no attack mechanism. Was a big fan of the line
"You feel an irresistible urge to release your emotion through some kind of forceful vocalisation, and yet you lack the prerequisite equipment," which I'm assuming was a cheeky nod to I have no mouth and I must scream. (The awful flesh monster transformation from that story was my first thought when I read that we are a featureless blob.)
Great work and I loved the agency of getting to type my contributions into the story! Also, I'm not sure if it's possible to give us more characters to work with or show when we've run out of letters, but for the record I wrote long answers that got cut off a majority of the time.
I enjoyed the pop culture references in all the different costumes, and I definitely could feel that this was a labor of love especially with all the extra effort put into adding art and sound effects. I think 8 is a really ambitious number of characters and had trouble keeping them all straight in my head, even though their names were listed next to the text.
Something I did to keep track of different characters in my game was use different colors when a choice corresponded to their specific route. If you wanted to develop this further that might be an option you could explore, but I think with the amount of time you've already put in it wouldn't be necessary, all in all good work!
I got the "you jolt awake, you do not remember getting back in bed if you ever really got up at all" ending. I like the mention of blood on the sheets but no wounds at the end, it left some ambiguity and kept it from feeling too much like the classic "it was all a dream" trope. I always really enjoy your writing style and your themes, I would be interested to know more about this characters life and inner world, I felt like there was some symbolism hinted at through the characters despair and lethargy, and like being put in a situation where they were forced to confront their reflection was clearly a metaphor for their life. I would have liked to know more about what that represented, be it executive dysfunction or dysphoria or something else. All in all I enjoyed playing!
I got the ending where you leave the elevator with Sacha and break the loop . I really appreciated the way you use the same image and dialogue with minute changes to make it feel like a time loop, it was very successful (and your art is really lovely!) The first repeat I thought I had accidentally restarted the game, which is not an issue I just found it funny.
All of the UI elements and the art and animations are so nice to look a, and I appreciate the way you clear the page to breakup the text and use ... with line breaks to show the passage of time. I got the "doesn't that feel better" witchy ex ending (because I am a cheater and I knew which options led to which ending.) Not necessarily a critique since I think it was intentional, but if I didn't know from earlier versions where flesh blood and bone went and that that was where the endings branch off, it would have been entirely random for me what ending I got. Great game, I love your creepy absurdist writing as always!
I let 3 win and sabotaged 2 times, I got "you are a terrible claw machine" ending, I think this is fun and silly and I liked the fantasy element. I think that choosing to let players win was consistently more interesting/satisfying, which I imagine is the point. I chose to let some lose just to see what would happen/how it would change the ending, It might be interesting if there was some more flavor in the "you let them lose" endings, but overall a fun and cute game!
I Got the "Deja Vu" ending, I think you do a really good job leaving out information while giving the player enough to understand what's happening, based only on our memory loss and Mira's sadness I think it comes across that we are her husband, and have forgotten who she is despite drawing her every day.