It was quite the odyssey for Sister Twenty.
I've always been fond of well-written xenofiction involving the perspectives of insect colonies.
Came here from Sawyer Friend's Crueldown.
The story was a bit cliche, and the ceo boss was pretty brutal, but the normal and true endings were enjoyable for being tragic and sweet, respectively.
Took a bit of thinking to get the true ending, as I saw that the Marsha in Crueldown came from the normal ending from here.
The presented themes are... something.
Normally, most stories about 'fantastic prejudice' go out of their way to show to prejudice is wrong because prejudice is wrong.
Given that the rabbits have genuine reasons to be afraid (completely terrified) of being eaten by wolves given half a chance...
In the alternate route for Lonely Wolf Treat, Treat did go native with Timber's pack, which went as well as expected, given that Treat went along with scavenging until it went pear shaped.
The setup with the items and characters in the rabbit / witch / wolf routes worked well in tying in with the Osmanthus / Senbei / Black Rabbit Routes, especially the lighter.
It makes sense that someone would eventually come to investigate all of the 'accidents.'
Osmanthus was a neat character, more than capable of manhandling Timber with ease. Big breath of fresh air compared to the previous route intros.
Senbei, as an antagonist / villainous pov character... is refreshing in that he doesn't bother to hide behind a tragic backstory like Timber and Tundra. A rabbit villain doing things because he wants to... stands out in sea of itch.io visual novel characters.
The black rabbit route intro was funny as it's the one where Timber runs for his life this time.
"I used to think it was fun, using their own fear against 'em. And the only reason it stopped bein' fun... is cuz I got caught."
Of course Twigs and Plum are automatically sympathetic to the scavengers, but at least Tofu's death wasn't completely pointless in the end.
Aside from being unable to resize the screen or activate fullscreen (heard that other RPGmaker game players are currently having issues with similar games) I had fun replaying this game, even after three years.
I got the Chip event and the Reid's Sword / statue boss rematch event in the post game, but it looks like there's no way to get rid of the big log in town, even with Reid's sword. I was wondering if there were other hidden events in the post game.
Near the river next to the church where the final boss is, I saw a house square that was used in the overworld representation of Harold's village, but I don't think there's any way to get to the area below the bridge.

I really like this game. The pixel graphics were good, the gameplay was solid, and while the blue character with the internet speak was irritating, the best ending route was cheesy but sweet. It's clever how the maximum number of crystals you can find is an odd number to make the ending a bit uncertain until you see how it comes together.
I should note that I almost soft locked my progress when I reset the boulder puzzle room while the party character was swimming, and it was fortunate I had an earlier save.
I filled out the post game questionnaire.
I left my thoughts concerning the gameplay mechanics of Stuck in the Liminal.
Character wise, the fact that you already anticipated that people wouldn't like the nervous chameleon... does not inspire much storytelling confidence.
No offense, but if you do decide to incorporate internet meme characterization like you did for the annoying 'l-o-l' guy in Stuck in the Liminal, you'll draw in a modest crowd and alienate everyone else.
Just look at what happened with Small Saga.
Though, to be fair, given that this is itch.io, that modest crowd might end up making your future game quite popular on the indie scene, for what it's actually worth.
The game is fun, though the health indicator status isn't super clear regarding current and total health.
It's possible to buy a health restore from the shop when you're already at full health, which is a waste of funds.
Also, the upgrade that increases rage bar fill but also reduces rage time can be detrimental as the rage status forces movement towards the mouse cursor, runs out very quickly and leaves you vulnerable to contact damage when it ends.
It would be nice to have the option of activating rage status with a key press, instead of the rage status being forced.
The gameplay and graphics were good, especially the combat animations for the bite skill and enemy deaths.
The combat isn't too challenging if you make sure to heal between fights, though it requires a bit of backtracking.
The beginning and middle of the story were nice, though the ending felt a bit unsatisfying.
I thought there would be a final boss instead of a few waves of Rank III and Rank IV scientists.
Even with the last minute ending twist, it would have been interesting if there was a final choice of who to side with, leading to two different bosses and endings.
It's an interesting game, though the gameplay loop is somewhat linear.
Given that the game events in each run are linear and equipment carries over between runs, it's simply a matter of gathering enough equipment and battle items to defeat the final boss, and I was able to do so in my second run.
Even if you do poorly in dice rolls and you need to spend mana to get the best outcomes for events, you have mana potions and resting, and there is no permanent penalty for losing a run, so a struggling player can essentially grind for equipment items an infinite number of times if needed.
The ending was a bit short and anti-climatic.
