You should check out Blanksword — there’s a character called the Angel of Fatherhood and he’s a model of a (chosen family) dad based around being a provider and moral mentor. Very much “not a gun”. And the rest of the story is amazing too. Play it.
Relma White
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“What engine did you use” has the same energy as “what programming languages do you know” – actually they’re the same question!
It doesn’t matter, what matters is the core concepts being implemented and showcased. One should be able to adapt those concepts to any tool.
Engine might be relevant if you’re interested in analyzing the game on a technical level, say, for modding. As a programmer myself, I often do that. It’s not always a useless question, but its only not useless in the context of something technically interesting that the game does.
Figured I’d replay this game now that I have the chance. I’m only through the first layer, but I did notice some new stuff.
This could use some QOL things:
- Toggle Run — holding a button to run gets annoying
- Dialogue/VN speed adjustment. each “block” of dialogue was very slow to advance, though that could just be my laptop since it did eat my entire integrated graphics.
- Game Over Screen should go faster. Perhaps have the screen with the tree and the “Alas, mankind shall forever live in abscence of the truth” show immediately; and then the shaky text like the “it can’t be helped…” flicker in/out around the tree?
The Krask fight seems harder than when I last played it. Which is good; I like it.
And this might be classified spoilers but: Does Dia’s backstory also have a “false reality layer”? Like in the intro we chose whether she lived in the mountains or by the ocean and that affects our starter deck, but what if we were in fact selecting what Dia chooses to believe about her past?
Anyway looking forward to replaying Layer 2. How many chapters are planned?
I have a It Speaks To Me collection here on itch, and I want to use it as a curated space to put games that I want to amplify as Worthy. To that end, I write a blurb as to why, but these blurbs do not display on the Profile View of my main profile. I want like the first few words of the blurb to be displayed please.
In general I would like a lot more customization of the content of the Profile page than we currently have.
I have two Collections on my profile – The Queue and It Speaks to Me
I want to customize notifications for each of these collections that do NOT have anything to do with the Creators I am “following”.
For example, in “The Queue”, I want itch.io to email me when any of the items publishes an Update or Devlog.
Is there a way to do this via the existing itch.io tools?
Greetings; I encountered your game at Boston FIG and had a blast playing it.
I remember at the Fest somebody mentioned something about a “second page” of puzzles, yet I can’t seem to find them in the Linux download.
Is there actually a “second page”, or was that just a Boston FIG exclusive? (Please don’t do that; not everybody has time to play everything)
Feature Request:
I would like Rahituber to discern what kind of speech fragment is coming through the audio and map it to different “open mouth” positions.
For example, we could have different mouth shapes for “ff”, “nn”, “aah”, “ooh”, etc.
Could use machine learning to classify the audio fragment; plenty of pre-trained models out there to steal.
One bit of feedback I have about the card battle combat is that the three “colors” should have distinct strategies associated with them. As it is now, the three “colors” are mathematically identical; if one card lets you increase its points or deplete the points of another color, the others will have cards with symmetric effects. This turns the deckbuilding into an elaborate game of rock-paper-scissors, which is mathematically equivalent to flipping a coin. Compare this to Magic: the Gathering where the colors are able to do some things better and are unable to do other things.
I would make one color better at drawing cards, one better at dealing direct damage to the Opponent’s “premises”, and one focused on shielding/accumulating Premises. Perhaps introduce a strategy where it is beneficial to “stockpile” premises beyond what is required for the Argument card for long-term benefits exclusive to one color. This would encourage the player to “choose” a playstyle and stick with it; adapting their deck to different strategies.
I found a bug: I am unable to play Teak’s Tall Tale on the Linux version because Teak keeps veering to the right without input.
Firstly, I liked what little writing there was. The main character has both the desire to be with his friends but also a lingering resentment and disappointment as to how the world is changing and him with it, and it’s clear with his dialogue that these two things are at present in conflict with one another. I definitely want to see where this story is going.
But, the gameplay is extremely bland. The first stage has zero complexity besides run, jump, and shoot and the boss is way too easy and simple. I would overhaul the entire stage to reward exploration more and make use of the bubble gun upgrade for platforming .
Still, the writing got me hooked enough to deem this demo worthy. I can connect you with resources to help game development if you would like.
Hi! I'm playing your game on Linux via Wine, and when I'm using a controller, the left stick doesn't work. I can't move my character playing on a controller, but all the other controller buttons work. Can you look into this?
Also if you would be so kind as to upload the demo on Steam, that would be great. Steam Next Fest is coming soon, and the added reach of Steam will certainly help your Kickstarter.



