The expanded conversation with the light was nice and I felt like it added some more enjoyable lore to the situation. I feel like the changes were successful in adding to the story without changing the overall feel or point of it. I think there is still some weight missing from the decisions in terms of overall game impact but I still liked the choices.
Nate Reininga
Creator of
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I love this game! The newspaper was so cool and I'm impressed by how professional it looks. It was hilariously written and I am honored to have achieved the funny room. I also named my character dipshit so it was really funny when it kept calling me dipshit. I feel like unless you take the time to read and commit the entire newspaper to memory, it's really hard to tell the right jokes, but it still definitely works because no matter which ending I got I laughed and enjoyed my experience. I feel like it's slightly useless to be able to refer to the newspaper before you even see your joke because I have no idea which event to look for. I think it might work better if you had the opportunity to look at it after knowing the joke's context. This could make the decision too easy though, so I'm not sure.
This was awesome. I want to watch an anime about this. I feel so powerful and cool playing as this main character. I had to stop my playthrough slightly early, but I really liked the storylet encounters and they all felt like they were balanced really well. Having to choose between doing the right thing and potentially taking damage was sometimes not an easy choice. I also really liked the aesthetic of it.
This was incredible. I loved the concept so much and the storylets were integrated very well. All of the writing felt very cohesive and even poetic. It felt like the same voice for the most part and I enjoyed reading every word. I played two different runs with one choosing to fight my urges and one choosing to give in. The differences between the endings felt great and I feel like the buildup of your actions made a lot of sense for the resolution. I really liked the concept of getting one last judgement to turn your life around moments before death, and I feel like it all ties together so well. Amazing game!
I liked the dynamic between Mihr and the player, as well as how that relationship affects the dynamic between the player and the witch. I was also a big fan of the jump to the black screen in the climax, it made it hit even harder. In my head, Mihr sounded like voldemort in the graveyard scene in the Goblet of Fire. While I liked that Mihr was shown through the strikethrough text, I found it kind of hard to read in places.
I really like how much the game made me feel like a dog. Describing the imagery that a dog would sense, where you always notice smells, there are words that you hear often enough to know, I felt very doglike and I am a big fan of being a dog. This one made me smile and laugh a lot. The writing was very expressive and I liked the humor. I also really liked the ridiculous man and he seems like someone I would see handing out flyers on campus about conspiracy theories or something. I don't have much criticism, but I feel like maybe it would benefit the game to be able to see more of the track you are headed on based on the choices you make.
I am a big fan of the different endings. I like that being on either end extreme kind of gets you nowhere, while being moderate leaves you with a final choice. My first instinct was to feed the hunger every time, and I felt like I was getting judged HARD. Which is valid. The moral dilemmas were solid, but I feel like maybe there could have been more weight to them, or at least your decision between them had more of an effect on the game.
I really liked how relaxed and easily digestible it was. I feel like sometimes games can get too serious, and this was a good break from that. The characters felt real, and I liked that I always had a choice that I wanted to do, I was never forced between two options that I didn't like. I did notice that "looking for some fun?" option led to a blank page. I also think one of the endings showed both options when it was meant to show one, but I don't think it really took anything away from the experience. If anything, I feel like this game would have benefitted from being a little longer and I wish I could get to know the characters more! I'm intrigued.
I feel like the concept is super unique to have the player learn about a familiar world as an unfamiliar being. I think it was presented pretty well and made for a really interesting experience. I didn't have quite enough time to finish the game, but I really liked exploring the strange world and learning about common objects. I feel like while the green text is nice and fits into the alien vibe, it's kind of distracting and slightly hard to read since it's so packed together.
This project is extremely aesthetically pleasing and the format of it adds to the experience. I think this is the most critical thinking I've had to do in a twine game because I really wanted to get the puzzle right. The mechanics really tie into the narrative well with being kind of a detective and trying to figure out which cryptids you need. I really appreciated the weight on the decision at the end, forcing you to choose between money that you really need and saving the animals that are going to get butchered. I feel like the puzzle might have been slightly too difficult to decide which one matches up with which.
I am a big fan of how this is formatted with the center aligned text. I also like the colored text for each person, but the light red is kind of hard to distinguish from the white. It felt like I didn't have a ton of control over where the story went, but I am impressed by how much content there is in this story and how interesting of a concept you pulled off. The shifting setting is a very cool idea and the loop back to the start tied into the time travel mechanic really smoothly.



