unfortunately it wasn't our decision and it was up to our publishers :( ill check with them if we can get the steam page updated
papercookies
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maybe im a gamer loser but this was super tough!! i feel like you stopped giving health pickups suddenly and so i had to cheese the enemy AI to beat it. the fact that when you die you restart from the beginning and can't skip the dialogue again made me too careful. add some more health pickups or make the shooter guys less precise :) great game though!! i had a lot of fun, the style is really nice and the sound design is excellent. filled out the feedback form!! excited to play more of it B-)
hey! thank you for checking out the demo :) i understand you concern! we want to write a nuanced story, and while we are still leaving things up to interpretation, we are writing a story primarily about a relationship, with themes of grief. we don't plan to write a story that's about a husband abusing his wife.
if you're looking for the comments they're all over on the new page! i swapped out the pages hehe. :-)
https://papercookies.itch.io/no-players-online
hey!! thank you so much for checking out and playing both collections, that's really a lot of dedication! i'm sorry to hear you were dissapointed with the ending games in the extra branch. I can clarify the intention there a bit if that helps: I don't think the intention was that the endings on the extra branch were supposed to be the "true endings", it's more of an extra timeline as a reward for playing the other games. also, these games were the only ones made with full context of all the other games, so hence they're all a bit more meta. any ending in any branch could be considered the "true" ending if you think about it. I'm sorry if you feel like everything was building up to those last games and it didn't deliver! Thanks for playing :)
i know what you're saying, and you're not wrong with the points you make but; to make a project like this feasible, let alone *fun* to make, you need to give individual devs some liberty. i tried my best to strain away from too much direction and let things develop naturally, a lot of people in the wyoming branch did focus on doing more narrative stuff, but I think that's the magic of a project / experiment like this. as the organiser for the project, every small bit of constraint you add makes for a lot more opportunities where things can fall apart. this was already a lot of work, i can't imagine the amount of work it would be to also *direct* every single game.
what i'm saying is, it's already a miracle this even worked out as flawlessly as it did. managing more than 50 devs to make a thing like this happen is hard!! quite simply, the project you are describing is not possible as a free collaboration, that would be a full-time job for multiple people, would not be as fun to make for the devs, and would most certainly not be free :-)