how in the world would this be a rugpull? you ain't even payin' anything
Monarch
Creator of
Recent community posts
Hey hey, thanks to everyone who played this game and rated us. We got #8! While that definitely isn't the top 5 bracket I was aiming for, I'm satisfied with what we did. I do admit I didn't give it my all, and that's... ah, a learning experience. I also made a few mistakes with game design that in foresight I shouldn't have... and nod nod, that's about all I want to say. Unlike my previous experience with Brackeys', I learnt QUITE a lot of new things in this jam!! I'll be making a lot better games from this point out.
Thanks to everyone who played this game again!
--Monarch, team lead
blame my incompetence as programmer and the 4.5 day programming crunch aaaha, the original system was intended to only play the dialogues once but i couldn't for the life of me be bothered when an entire other game system needed to be glued together, also the dice all have a hidden stat called Variance that determines how much they can scale up when used (dice are supposed to "level up" after use), the problem was that I gave the player too many good dice to start off (Slash in particular has a very strong Variance of 3, another die, Seven Heavens' Strike has a Variance of 7, and you can probably solo the game with it)
I have a few ideas where I can take this game, but it'll probably be with a smaller team, I'm rather burnt out with managing a team of seven and the mental toll it has taken on me alongside programming everything has been kinda massive, great comments like these keep me going though, ah-hah
as is tradition, monarch continues to be abso-fucking-lutely horrendously bad at puzzle platformers, I BET if it wasn't me they wouldn't have struggled so much in the game like I did
peak voice acting and peak music, actual fire
p.s i got stuck in the third stage, apparently i could vertical dash (???) but I have no idea how, i tried arrow + shift and it didn't work :sob:
i'm so sorry for being incompetent chat
5 stars on all fronts from my side. I AM YOUR BIGGEST FUCKING FAN. PLEASE KNOW. YOUR SHEER FUCKING SKILL IN WRITING UNSETTLING, CREEPY SITUATIONS IS UN-FUCKING-MATCHED. How did I not play this in so long?! What the fuck?! THIS IS SO GOOD. The tone shifts are absolute GOLD. I'll read anything new you guys cook up, there is an insane amount of talent. The artstyle heavily contributes to this: this is one hell of a passion project you guys cooked up and I am GENUINELY distraught how you guys don't have more rates. I'm going to be doing a bit of shilling on my side to get you guys up and running.
The bugs are really because of time constraints and my laziness, really >.< as you can see on the alert section, the framework was already built for the Brackeys jam, those bugs had existed since then, and I had fixed a few of the bugs, but owing to extreme fucking incompetence from my side I forgot to commit the local branch I was on that fixed those bugs during the final few hours of jam rush, man, sorry for that >.<
Finished playing this game and wanted to collect my thoughts. ...are there more endings than just one? Did I mess up somewhere? Ah, it wasn't signalled properly, and despite how much I adore this VN, the sordid lack of the basic VN functionality of the skip button led me to do another run where I got the `the end...?` screen again.
I do not want to state this to hurt or to beat down on you. Please, please, please. If you're going with Unity, please make sure the things you're doing with it give you more power and convenience than a dedicated, easy option to build VNs like Ren'py or Godot's Dialogic. I sorely missed save/loads and the skip button. These options even allow you to export to web faster than Unity takes to build.
Feel free to correct me if there is indeed a ctrl->skip or a save/load feature. I'm kinda dumb sometimes.
Now the dialogue. The actual way the dialogue is written is fantastic and has absolutely zero complaints from my side. You have managed to effortlessly jump high and over the awkward "I'm writing a serious VN but I have tone issues" dialogue I see very frequently in indie VNs. Great job for that!^^
About the delivery. I really, really understand how hard it is to deliver an exposition and not make it an infodump, and I am glad that the VN tries to take that problem seriously and doesn't infodump, the exposition is bound seamlessly to the introduction, albeit that doesn't mean it's completely flawless. Sometimes I was left wondering what the significance of a few terms even was (which I'm guessing was left out to prevent infodumping) but by reading more I discovered those anyway, so that's fine, and I'm not expecting you to write a new Shiravune title in the span of 4.5 days, ah-hah...
About the story itself. I would call it a lot better than I expected. This was clearly a passion project and made for fun! I'm so happy to see that. I really, really like the idea of the protagonist fighting to free themselves from the agony of a groundhog day loop. There were a few smoking hot Chekhov's guns that never went off (the poisons and the significance of Ilio as a character) ((might just be me?? I could not see more than one ending, is this a skill issue on my end?) and I was a bit disappointed by the underuse of Caze as a character... haah. I really liked the "he's doing everything according to the book!! why can't we beat him?!" gimmick he was supposed to have. Once again, 4.5 days, atrocious time limit, I get it, don't worry.
The art was awesome! How did you get unironic professional grade illustrators to work with you?! That's so cool!! I really liked Drax's and Akira's designs!! I want to be able to draw something that great!! I kneel!
Either way, those are my unorganised thoughts put on screen. I really adored this VN, and I don't mean to hurt you by saying what I didn't like. Trust me when I say I had fun with this VN. Thanks a lot for this game!!
Definitely my favourite VN this jam though. Keep it up, eh?
Now that my VM didn't want to destroy my balls off while running this game, holy shit real morning starter reference
Really good game, it's basically a "do things to make the grimml say funny things" simulator and I can more than respect that. what ic annot respect is my insanely terrible parkour ability, why even live anymore if grimmly disses you for that :sob:
I genuinely want to see this win the jam, this is really good
Hey hey Rieux, old friend, how's it been? xD
I was crossing off things to play on my list and it led me here. I can't imagine the absolute fucking crunch you'd have had to undergo making a game within the atrocious time limit of 4.5 days doing all of this solo. What the flying fuck, Rieux, you can do all of this solo, *and* make music for the game. Haah!
Ah, let me say this: I'm one of the worst osu players imaginable. Besides flight games, I suck at anything not turn-based. I was also naturally very bad at this game XD
I'll mirror a sentiment from the previous comment and state that it probably took too long for the fight to be over because of the clicking. Great writing too! You've made basically an entire production-quality game just by yourself solo in a span of 4.5 days. Rieux, do you know how abso-fucking-lutely insane that is?! Hold your head up high, man!!
absolute cinema. i suck at beat em ups so i naturally sucked rancid ass at this one too. reminds me of a bit of a game my friend group plays called castlecrashers that i could never get into because of course i suck :sob:
the art is so absolutely amazing though, i love the pastel look of the game, keep it up man^^
take 2 for the comment that i accidentally deleted (dont ask me how that happened, it just did :sob:)
the game is a pretty refined experience!! the art is gorgeous (as expected of my mortal nemesis) and i like how it kinda felt a bit like yugioh in the end where i just *knew* what to do with a bunch of random cards that i just literally obtained, these kinds of games reward observation and experimentation instead of bruteforcing as opposed to a particular game starting with the name Strife and i really liked that :D
anyway. no fullscreen. bad. teeny text. even more bad. but this was made in monogame, what kind of crack cocaine is your programmer on and where do i buy some of it
im aware this is a jam so i don't see anything wrong with the current state of the game tbh, i just had to unironically use the windows zoom tool in 5 years (has it even been out that long) and that's about it
<3
Hello, that was a skill issue from my side >.< if it brings you any solace, the softlock only triggers when that attack would bring you down to zero HP, and without the softlock you'd be forced to restart anyway, albeit a bit more gracefully :p
Thank you for playing!^^
EDIT: owing to new information I have realised that this can also occur at an abnormally consistent rate even when the blow is not a killing blow, only at the Death fight. I truly apologise for this.
[just before rating, I'd like to tell you this: please don't feel pressured to rate back or anything, don't worry about it]
Woah, I really enjoyed this game. I was absolutely horrendous at it, and the game still made me feel badass all the while I played this through: the exact kind of FPS I love playing. Maybe you could turn into one of those flashy ultrakill style games, but those are super hard to do and I won't blame you for not following that path. There was a graphical bug where all the enemies turned invisible after playing for ten minutes (?) (I was playing on a VM with no GPU passthru, on 4 gigs of RAM allotted) but those errors are bound to happen in such a small jam anyway! I really liked this one.
Posted 5 stars in the enjoyment category just for making me feel like I was playing FEAR again. Thanks a lot for this game!
Ahh... this game refused to start on my browser, Librewolf. I tried it on vanilla firefox, and it didn't start there either. Out of frustration I tried Edge and it didn't work there too... heads up, you're allowed to fix gamebreaking bugs, Ducky has said so on his discord. Just don't add extra content. Please consider getting something going.



