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Rakoratsu

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A member registered Dec 31, 2019 · View creator page →

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First of all, I apologize for the issue you experienced with the ending. After checking it, you were right, there is a certain condition where the game does not reach any ending and instead returns to the title screen. Thank you very much for finding this and explaining it in detail. The ending logic has now been fixed so that every possible player choice will always lead to a clear ending.

By the way, I’ve already watched your stream. The path you took didn’t actually lead to the good ending (at that time, the good ending could still be triggered). I hope you might try playing it again to reach the good ending, hehe.

Thank you also for taking the time to write your thoughts and impressions so thoroughly.

Spolier Warning!

I’m very happy to hear that you liked the visual style, character design, and cultural elements. Thank you as well for your thoughts on the story; they are valuable feedback for me going forward. I believe that I showed the context of the conflict through several elements at the beginning of the prologue (the setting and time period), then in the middle section after you observed the three objects, as well as the torn up letter, and at the end when you talk with Lian (including the ending). And indeed, the conflict and ending are presented as they are, slightly representing the novel Nonton Tjap Go Meh by Kwee Tek Hoay.

For the two main characters in the game, they are intended to be legal/adult characters. Even so, I really appreciate your feedback about the lack of clarity regarding their ages, and this will make me more careful and clearer when designing characters in future works.

As an additional note, this game only takes references and inspiration from Tjap Go Meh by Kwee Tek Hoay. It does not directly adapt the story from the novel (in fact, the game may only take a very small amount of inspiration from its conflict).

Once again, thank you very much for the detailed comment and the attention you gave. This truly helps me learn and grow.

Thank you so much for spending so much time with my game, and for playing it multiple times to notice small details like this. I truly appreciate the effort you put into it, and it honestly makes me very happy to read your thoughts.

Regarding the title screen bug, I’ve already fixed it. And yes, your guess about the ending mechanism is spot on, haha.

About the puzzles: the slippers, the broken glass, and the knocking are meant to help you sense the context of what happened in the house. I intentionally designed them so they can be skipped, so players don’t waste time if they’re replaying the game and want to go straight to finding Lian’s letter. I’m really glad to hear that you liked the puzzle ideas.

As for the story: From the beginning, the game was intended to focus more on atmosphere and emotion rather than clear exposition. I try to be careful when working with this kind of context, out of respect for the historical and cultural sources and the people connected to them (and I still have a lot to learn myself). As for the ending mechanics, I’ve updated them again so they hopefully feel more reasonable now. And regarding the ending visuals, I may add them in the future if I have some free time.

I’m really interested in your offer to help with translation, though probably not in the near future yet. I’d like to clean things up and prepare proper documents first so they’re easier to translate. If you’re okay with it, maybe you could leave a way for me to contact you later (twit or email, perhaps?).

Once again, thank you so much for such a detailed and thoughtful comment.

Hai Evgeniia,

Maybe you’d be interested in my first game, Our Monsoon Balcony. It’s a short narrative experience built with RPG Maker MV, using a monochrome pixel art style. The story revolves around routine, memories, and the rainy season.

I’d love to see it translated into Russian. Let me know if you’d like to try the game or see the script…

Thank you so much for taking the time to play, record, and write such a thoughtful and comprehensive review of Our Monsoon Balcony! I actually watched your VOD even before you posted this review, I truly enjoyed and happy watching you play my game.

I’m really glad you enjoyed the atmosphere and surreal tone I tried to build, despite the time limitations of the jam. Your feedback gives me a lot of motivation to keep creating and improving.

Once again, thank you for giving this little game a space in the jam. I hope to bring you something even better next time ✨

Thank you so much for your kind words! I’m really glad you enjoyed my game ✨

Thank you so much for the video ✨

Thanks so much for your comment! You’re absolutely right, some parts of the story and symbolism are rooted in Indonesian culture, including the enemy name (in battle). And I have fixed the bug on v2.0

Thank you so much for making a let’s play! I’m really glad you reached the end and felt the emotion in the story

Thank you so much for the thoughtful feedback! I’m really glad you enjoyed my first game ✨

Thank you so much for playing! I’m really glad you enjoyed the vibe and gameplay. You’re right, the game is indeed short, I intentionally designed it as a short narrative experience, focusing on creating a compact, emotional story. Due to the time constraints of the game jam, I couldn’t expand it further, but I do have plans for a sequel where the story will continue. Thanks again for your kind words and support! I hope you’ll be there for the next chapter! 💙

It’s not a loop, the story is actually progressing. I agree the ending feels quite sudden, that was mostly due to the time constraints of the game jam. I’ve already prepared an update to improve the ending and fix a few bugs, which I’ll be uploading once the jam period is over.

Thank you so much for playing the game and sharing it through your video!

I’m really glad you enjoyed the visuals, the battle system, and especially that you noticed the folklore elements like the pocong and the Charites. I truly appreciate that you took the time to explore them and even highlight them in your video, it means a lot to me ✨

And yes, I agree the ending feels quite sudden, that was mostly due to the time constraints of the game jam, and it definitely could’ve flowed better. I’ve already prepared an update to improve the ending and fix a few bugs, which I’ll be uploading once the jam period is over.

Thanks again for your thoughtful feedback, I hope you’ll look forward to my future work!

A touching narrative with charming art. The simple gameplay is effective. Also, the ‘Study’ folder made me laugh! But the end of the game, I feel sad too…

A deeply emotional game with a dreamlike atmosphere. The writing is poignant, and the music complements the mood beautifully. It leaves a lasting impression, though more complexity in the writing could enhance it further. An impressive and moving experience…

Warmth through simple yet effective mechanics. While brief, the small acts of spreading love feel emotional. That’s touching…

Thank you so much for playing and for sharing your experience!

I’m really happy you enjoyed the atmosphere and puzzles. And I truly appreciate your feedback about the combat—it’s very helpful.

For the battle, I intentionally designed it so players would have to observe and learn the pattern through trial and error, as part of uncertainty and growth. But I completely understand it can be frustrating without clearer indicators.

After the jam is over, I’m planning to polish and improve the battle system based on feedback like yours.

Thank you again, and I hope you’ll come back to finish the story when you have the time! 🌸

Thank you so much for playing and for sharing your deep thoughts about the story! I’m really happy to hear that it kept you playing until the end.

You’re right, there’s a lot of intentional ambiguity in the way the story unfolds. If you look a little deeper, you might notice that the story is actually non-linear. Some parts are inspired by folklore (Indoensia), but a big part of it also represents a personal and emotional journey through memory, loss, and longing.

I’m very happy that you questioned and reflected on the story, that was exactly what I hoped players would feel.

Thank you again for taking the time to experience it! ❤

Thank you so much for your thoughtful feedback! I’m really happy you enjoyed the art style, and it’s an honor to be reminded of Silent Hill 2, that’s one of my fave. I totally understand your point about the battle sections. I wanted to experiment a little during the jam, but I agree that a more puzzle-focused approach might fit the atmosphere better.

Thank you again for playing and feedback! It really means a lot. ❤

Thank you so much for playing! I’m glad you enjoyed the art and the theater scene, it’s one of my favorite moments too. And thank you for the feedback, I really appreciate it. I’ll definitely consider applying your suggestions in the sequel or future projects.

Thanks again for playing and sharing your thoughts! It means a lot! 💙

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Thank you so much for playing! I’m so glad to hear that the game resonated with you. I wanted to create a blend of cozy and emotional moments, and it’s amazing to know it had that effect. I’d love for you to experience more of the story, and I’m already working on a sequel, hopefully, it’ll bring more of those same feelings 💙

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Thanks so much for playing and finishing the game, I really appreciate you taking the time!

I originally planned this as a short story, and due to the time constraints of the game jam, I had to keep it concise. That said, I’ve already planned a sequel where the story will continue and dive deeper into its mystery and emotional threads.

Regarding the last area: the story structure is intentionally non-linear. If you look closely, the forest at the end is the same as the one from the beginning (or vice versa(?)).

The event trigger in the final section (interacting with the wall or going left) is not a bug or misdesing. But might feel a bit abrupt, so I’ll definitely polish that once the jam is over. Thanks for pointing it out!

Thanks again, and I hope you’ll be there for the sequel ✨

Thank you so much! 💙

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Thank you so much for thoughtful feedback! I’m really happy you enjoyed the pacing and the interactions between the characters, especially the movie theatre scene. It means a lot to hear that it made you feel something!

About the ending, you’re totally right, and I appreciate your honesty. The “half-face edgy anime boy” was kind of a risky touch (haha), and I understand it might’ve taken away from the emotional impact for some players.

To be honest, I wasn’t fully satisfied with the ending either, it was kind of rushed in the last moments of development 😅 But I’m planning to continue the story in a sequel, and I hope I can explore the characters and emotional themes more deeply there.

Thanks again for playing, and for your feedback! 💙

Thank you so much for your detailed and thoughtful feedback! I’m really happy you enjoyed the art and could feel the love I put into this little game.

About the doors and the setting, thank you for the suggestion! The place is actually inspired by where I live. It’s more like a “kost” (a type of boarding house common in Indonesia) rather than an apartment, with many small rooms in one shared building. That’s why there aren’t many visible doors, but I understand how more visual details could’ve helped with the worldbuilding!

Regarding the combat, I designed it so that players could learn through failure and observation—figuring out patterns after trying a few times. It’s meant to be a subtle reflection of the game jam’s theme, Beyond Expectation, where things aren’t explained directly. But I understand it can be frustrating too, so thank you for pushing through it!

The freeze after the second day might be a bug (while load assets) with the web version, if possible, I recommend trying the downloadable version, which should run more smoothly.

And yes, I’ll definitely check out Monarch;Vertigo soon. Thanks again for the thoughtful feedback! 💙

Thank you so much! I’m really glad you enjoyed the art and story. I wanted to keep it simple but meaningful ✨