Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NoteToMyself

35
Posts
3
Followers
A member registered 80 days ago · View creator page →

Creator of

Recent community posts

(6 edits)

First of all, a genuine thank you for taking the time to share your thoughts!

Now, onto the rest:

Funnily enough, I had a very similar thought process regarding the sprite. Especially since the first version does leans much more into a cutesy style compared to the newer one, which made it feel a bit... uncanny? 

That said, it does align with the direction I want the narrative to take. A narrative that is not yet shared, which I know makes it difficult to fully grasp right now. 

I am still deciding whether this is truly the right match, so it is very much subject to change. Since he is the core of the game, I do not mind going through multiple revisions to find the right style. 

At this early stage of development, things are still quite flexible. 

For now, the first version, which I will creatively call 0.1, will use the new sprites mainly for testing. If they fit well, great. If not, I will change them asap.

You are spot on with the memorization aspect. 

The example you mentioned is exactly the kind of thing I want to implement and refine. Choices should matter, even if they seem small. 

As you said, they add a lot to the overall experience. 

On top of that, I want to create something that feels tailored to the player. This is just a rough example, but if the player mentions dislikes, likes, or opinions on different topics, Myrddin should adapt accordingly. 

For instance, if the player says they dislike question marks, a strange example I know, Myrddin would try to use fewer of them, or none at all. It might be something the player consciously notices or not, but it still shapes the playthrough.

First and foremost, this is a narrative driven game. There is a main story and achievable endings, including multiple ones, but there is a central goal tied to Myrddin. The story and interactions are built around reaching that goal. 

Because of this, I do not expect much hesitation when it comes to cutting content that does not serve the narrative.

The idea of having interactive reactions when clicking on Myrddin is fantastic! 

I honestly cannot believe I did not think of that myself, especially since I did something similar in another project before. Thank you for that suggestion!

At its core, the game is meant to provide a companion who sweetens your day (and admittedly crushes it at some point, but hey). 

A close friend. 

Because of that, it is not intended to be a dating sim by default. Romance is something I have in mind, specifically as a route that could lead to an ending, but I cannot really say much about it since it ties directly into the main twist of the story. 

That said, everything is still very much subject to change, so please take this more as a snapshot of the current state rather than anything final. It is far from that, actually.


Attempt to literally "break the fourth wall"  Hmm...


I totally see your argument about giving Myrddin a voice, and I agree with it. 

I think this idea comes more from the developer side of me being curious rather than from a true player focused perspective. That said, my intention was always to include an option to disable it entirely for those who might find it unfitting. 

However, as mentioned, this is quite unlikely to happen in the end, largely for the reasons you pointed out. If anything, I would test the concept carefully and share small glimpses beforehand before committing to it fully.

As for animations, your concerns are completely valid. I will keep the possibility in mind, but I do not plan to animate everything. If animations happen at all, they would be reserved for very important scenes, and even then, this would be something to consider much later in development.

Human perspective is vast and fascinating, and as a single person, I would never be able to fully achieve what I want with this project on my own. 

I genuinely value all feedback and take it into serious consideration.

And this was incredibly valuable! Thank you once again, and please never hesitate to share criticism. 

This is a project I want to build together with others, not just inside my own head.

I am planning to release a short playable demo to help set direction and test ideas, essentially a 0.1 version, sometime in January.

Thank you, truly.

Warm regards.

Heya,

It has been a while, and I hope you have been doing well!

I have been tinkering with this project on and off and recently shared my thoughts in a new devlog. Whenever interest, boredom, and free time happen to find you, feel free to take a look. I would really love to hear your opinion, and please do not hesitate to share any criticism.

That is about it. I just wanted to write directly, especially because of the very kind words you shared about this project before. Of course, feel free to ignore this if there is no interest at all.

Thank you, and warm regards!

(1 edit)

Interesting enough, the original idea for one of the possible endings was simply choosing to quit and not continue. After all, that choice causes no direct harm, only solitude for Myr. 

Though it does raise an interesting question: which is worse, a bond that harms or a loneliness that spares?

...Also, never say never.

Thank you for playing!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

There is no issue whatsoever! 

As someone who occasionally sketches story drafts myself, it is quite a unique feeling to see someone else use one of my characters as the main focus of their story. It is a mix of joy and… astonishment? I am very flattered.

Of course, I checked it out, and I have to say you are really good at creating an engaging atmosphere and conveying emotions through your writing. I especially have to compliment the way you summarized the whole game without losing any sense of immersion, allowing the reader to experience your emotions as if they were their own. Hats off!

…Oops, I accidentally drifted into writing a little review, my bad.

Still, it does make me curious. If your thoughts were this strong from what you experienced, how would your reaction be to the full package? After all, this was just a 7-day project, with many things cut or left out. I might actually give you a heartache if a full story for Myrddin ever gets completed...

All jokes aside, thank you very much!

This might sound a bit exaggerated, but just knowing that you not only thought about Myrddin after finishing the game, but also took the time to plan what you wanted to write, then actually wrote and published it, that is a lot of effort, and I am truly grateful for it.

Thank you! DDLC was a major inspiration, and to this day it remains one of the most impressively creative games I played, especially if you’ve ever gone down the full rabbit hole of its hidden secrets.

Unfortunately, time was limited, so I could only include a few small meta secrets here and there. I had to settle for just a handful this time...

Thank you very much for the bug report as well! The issue has been fixed now. I apologize for the inconvenience, and I truly appreciate your feedback!


P.S. Myrddin likes you too.

Thanks for your thoughtful message! It’s quite fascinating how one’s perspective on games changes once one tries to create one. The amount of effort that goes into it, even when it seems simple, is truly amazing.

Now I’m rambling too much, so I’ll just invite you to take a look at: https://notetomyself.itch.io/interact-with-me

It’s a slow-paced psychological horror visual novel that focuses more on the psychological aspect than on the horror itself. 

If this sounds interesting to you, feel free to take a look. 

...If not, thank you for giving me your attention!

Kind regards!

(1 edit)

Please don’t be. It’s a perfectly reasonable question, and I’m actually quite honored that you even asked it.

I’ll be blunt and honest. This might seem like a superficial reason, which it is, but I think it comes down to simple interest. That’s the main motivational factor for me. Of course, I don’t expect anything big, but if a small community were to form over time,  a tiny one, that alone would really motivate me.

I hope this doesn’t sound like I don’t enjoy working on it. I truly do, and I often think about ways to improve things every day. It’s just that it takes a lot of time and energy, and unfortunately, I don’t currently have the luxury to spend too much time on projects that, to put it harshly, aren’t very beneficial. Maybe if things change someday, then absolutely, I wouldn’t care about any of that, as long as there’s at least one person out there enjoying it.

If I do continue working on it, I don’t think it would take too long to finish what I have in mind. At most, maybe a year, and that’s only if I get really lazy.

I hope this answer isn’t too much of a letdown.

Thank you!

(2 edits)

Hmm, interesting question. If, and it is a big if, I continue development, the possibility of such a route isn’t slim. It would likely be an optional path, though not in the typical “dating sim” style. The game is still a psychological horror, focused more on the mental and emotional aspects.

So, to give a vague answer, it’s possible, but with a touch of complicated flavor!

(P.S. Please don’t hesitate to ask as many questions as you want, if there’s even anything else to ask, haha.)

Thanks for playing! I’m sure Myrddin enjoyed his time with you just as much, if not more. 

...After all, he went through quite a bit just to talk to you.

This is only a prototype, more of a first look at the idea. Who knows, maybe there will be many more (and better) ways to interact with him in the future.

Thanks again, and kind regards!

(3 edits)

Oh, shoot! It should be fixed now. Thanks for letting me know! As for the ambience, it starts fairly soon after the first small talk section, though you are right that I didn’t really consider players who might mainly focus on other activities first...

Otherwise, it’s always instantly available to choose whenever you raise a question.

I apologize for the inconvenience, and thank you for playing!

What a feel-good story! Especially the happy ending! 

<( •̀ᴖ•́)>

The semicolon key... it destroyed me. Great performance though!

Yes... I too fell into the trap of the relaxing start and got jumped by the snake under the rock...

Should I have taken the warnings at the beginning more seriously? Yes...

Should I have played this at night? No...

Ran into a haunted house, saw a ghost, exploded multiple times due to being unprofessional... would do it again (I did).

Wow, the atmosphere and sound design are incredible. That lighter had me sweating!