Bumping this up just in case. Also, I’m willing to exchange reviews for others’ works.
Mudmood Studio
Creator of
Recent community posts
Hey, I’m technically still on my short break from working on the project, but now, there’s also a feedback thread for those wanting to express some opinions on what we have so far.
https://itch.io/t/6489739/feedback-wanted-for-supernatural-mystery-visual-novel
I’ve posted about my visual novel, Big Small World, on other Itch boards, but this time, I’m asking for feedback. For those not in the know, it takes place in 2009 where a university student finds out about the sketchy people around her, but right now, it’s a demo that gets updates every now and then. Feedback on the story is a priority, but feel free to comment on other things as well.
For volunteers, familiarity with the visual novel medium is highly suggested but not required. And they get a shout-out on my game pages on Itch and GameJolt.
Demo 2.1 is now available to play. I won’t repeat too much of what I said in my latest devlog, but tl;dr I’m on a break after this release. For the story, revelations about the world lead to more questions as the protagonist, Mubina, adjusts to her new place and school.
I made it available to play in-browser now, so players can do it online or offline with a download. The link from the last reply should take you there.
Big Small World (or BSW) is a supernatural mystery visual novel about spirits and the power of relationships, platonic and romantic alike.
Disclaimer: All illustrations and stock images are from people. All voice snippets for characters are from VOCALOID synths, including AI voice banks. AI voice banks are provided with permission from the original vocalists.
https://mudmood-studio.itch.io/big-small-world
An example of in-game UI and aesthetic:

The story in the visual novel went through big changes since the last post here, but long story short, I got a co-writer, who suggested a genre shift to more of a mystery, and I agreed. Some parts stayed the same though like the drama. And there's a recently released teaser for the rebranded demo, so check it out if it's your thing.
originally posted on my devlog page on November 17th
So this month, I got down to extensive editing from outside help. It's a whole 'nother beast to tame, I tell you what. Especially adding more stuff that's lacking, just like my intellect. Speaking of editing, here are some editorial peeps joining in on this project:
Tenshideve as developmental editor
White Serenity as proofreader
Give 'em appreciation!
Here's a preview from a scene that was previously locked behind a chance encounter but is now more accessible to the story. Yay! Content!
- Slackey

Changing up the number war idea, I got an idea. Instead of rolling dice, the player chooses the number. Still going from 1-20.
Five Attributes affect the way numbers are received; based on the OCEAN test.
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
Ex: A LOW Extraversion won't react well with sudden high numbers. Combinations can mitigate the effect such as appealing to Agreeableness or Openness.
Vice versa applies.
Suggestions
- player should aim for target accumulated number even though it's not shown on-screen. Getting the right number after a certain number of turns would make the outcome super good. The further away the number is, the worse the date/other activity turn out. Numbers also change over time.
- The conversations are separate from the casual dates (needing number game). Getting good casual dates raise affection and open up new conversations.
Progress: At first, there's wonder in most everything I see. Not a cloud in the sky, got the sun in my eye. However, as I toiled on with programming, my future seemed like one big past. If the pain goes on, I'm not gonna make it.
In short, I added a calendar and gave a side character portrait for Mubina, the protagonist. However, the month and year is stuck, so after hours of fruitless work, I gave up (for now). At least I added a neat button and calendar.

After updating my demo, I realized that something is missing, a missing gimmick. Whether it's the aesthetic or a component of the game mechanics, my project is missing that "something." It doesn't help I'm a small-time developer with not much social media presence.
I want to implement a "number game war" mini-game using 1d20 where the 1 is the most defensive number and 20 is the most aggressive. From there, I haven't figured out much other than having deflect or augment abilities. Then, I'll integrate that with random encounters where depending on the protagonist's choice, it can boost or hinder her chances on dates.
That being said, the only stat-raising there will be is affection. Most of the number-crunching will be behind the scenes. I appreciate input from anyone whose interested.




