wow I actually didn't think anyone had the patience to sit through and play this haha. Thanks for playing and I'm glad it was soft and tender :D
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I'm sorry that the splitting of movement and acceleration was confusing. It's definitely an issue we're aware of--people are often stumped in the beginning because the controls are pretty unconventional. It's an issue that we could've easily avoided with a few playtests but that's hard to do during a game jam haha. Thank you for persevering and playing anyway though!!
Thank you so, so much for this comment. It means a lot to me that you've played this multiple times, thought back to it more than once, and actually took your time to leave this comment even months after playing it.
I didn't expect people to relate to Ivory a lot in his "asshole" moments--I was nervous about having players choose from his perspective. So, the feeling you describe about how you don't relate to Ivory's personality but still feel for him is something I set out to accomplish. I'm really happy that it came across, and that you were able to feel things that are difficult to describe.
On a side note, Ivory and Min are two characters that I make vignettes (of varying medium) with frequently. Right now they're part of a comic-game project! Hopefully you'll get to see them again. :)
Whoa, thank you! It was meant to be longer but it was a one-week prototype for class, I had to move on/cut a lot of stuff out unfortunately :( I hope to make a longer game from it later to meet those expectations.
oh - that was actually intentional haha. I wanted the player to be "warned" within the first conversation nodes, which meant kind of dumping them straight into unfamiliar controls. Perhaps in the next iterations though I could work on easing into the scenario more so it feels less abrupt/accidental and more curious.