I've never played silksong either and I'm shocked at how accurate this is! they say it was made by just 3 people, but clearly it cold be made by just one. it's 33% as efficient.
Nikki
Creator of
Recent community posts
this is a nice puzzle game! I am fond of position based tactics games, and this hits the nail on the head for me. I really like how tractor beams can be used to the players advantage. they can push you out of danger, into other enemies you can destroy for fuel, or simply give you a little more distance. in particular, I like that being pushed onto a tractor beam space by a tractor beam does not chain their movement effects. it keeps planning out moves simple, since you only have to account for being pushed once, not an indefinite number of times. furthermore, it leads to very interesting interactions in level 4. the new enemy in level 4, which has green tractor beams surrounding their red squares that "pull" you into them, seems incredibly daunting at first. but, when you realize that being pushed by a yellow tractor beam into a green tractor beam is always a safe move, it flips from a scary obstacle into an exciting challenge to plan around. and it feels really clever to take advantage of, too!
This is a beautiful game. I've never been in this kind of situation, of having to choose between two relationships I care about so much yet can't co-exist, but I can imagine it happening. I don't know what the 'right' answer is for how to handle it, and maybe there isn't one! I like that the protagonists choices reflect my own thought process there. None of the ways forward seem like the right answer, and that complexity feels realistic. That said... ending 3 feels like the best outcome to us. It was the first one I got, and it just feels so honest to the protagonists feelings. If there's no 'right' answer, then perhaps the 'best' answer would be what feels the most true?
Okay and also being a monsterlover rules, which definitely influences my opinion, hehe.
I also want to say, we relate to the framing of this story as a plural system. The way the demon is, the protagonists relationship with them, and the fear of rejection from others for something so "impossible" and "wrong" resonates strongly with us. We're very open about being a system, because we can't handle existing otherwise, but we still have a lot of fears about how people can react. The protagonists desire to show Ella the demon feels like our own need to be open about being a system. The combination of relief and anxiety she feels about planning it is so much like how we feel about telling new people about our existence. (Spoiler for the game: thankfully, in real life, nobody has run away in terror from us or demanded we stop being who we are).
I know from a previous comment you've made that this game isn't an intentional depiction of plurality, but we wanted to share how good it feels to us to interpret it with such a perspective :)
thanks for playing! and I am sure the Loveland Frog is doing well- I was just reading up about them again and I learned that they were recently made the official city mascot!! http://www.lovelandoh.gov/DocumentCenter/View/2708/2-17-2023
this is a fascinating puzzle, I love tinkering over strategies in games like this. the greenality mechanic is especially exciting because, every time I realize the implications of applying it to a different kind of tile, the possibility space explodes! I've gotten three of the normal endings, and I'll probably be mulling over strategies for the secret endings or other personal goals for a while. thank you for making this!
this is something I really needed to play, right now. I love the affirmation in identifying with the monstrous. talking to Lucy and Maggie was my favourite part. Lucy especially speaks to what I think I've been grappling with, I love what she says about changing her outside to match her inside. That's exactly what I need, too. Thank you for making this beautiful game.
is it possible to reach challenges in "softcapped at 1"? I can't tell if prestiging again and again will accomplish anything. and is it possible to reach 1e10 prestige energy? it seems like it's meant to be impossible...
anyways, this was fun! I found pushing the reset time to be an exciting challenge, although it also got anxiously difficult trying to push it under the 8 second mark. I'm also not sure why that milestone lights up green early- that really confused me. I really appreciate your comment explaining how to proceed through and past that point, there were some fine details I had missed :)
oh wow, I've heard about the cartoons but I didn't realize they had original characters just for it. well, I guess they would have had to come up with new characters considering how limited the source material is for drawing an entire cartoon out of it!
and yes things are going well over at GT, thank you for your positive thoughts :)
I love this, the voice acting is fun and the story is amusingly grim. the sound design also feels perfectly discomforting for what a bizarre situation we find ourselves in. it's a bit more crass than I expected, but there's nothing wrong with that, the humour is still well played imo.
I found the Zezmeron ending the easiest to get, even when trying for a different fail state- maybe there's an interaction or two I missed that would have made it easier to manage that meter, I dunno! but regardless, it was funny enough for me to keep retrying even with how unpredictable and frustrating progress can be. also, I'm curious where the name "Zezmeron" comes from?
I really like the spatial mechanics here, getting around - and avoiding getting stuck - is a fun puzzle. I mostly avoided combat until the last part of the game, but I like the trade-offs the dice give in how you can choose to use them. spawning enemies with coloured dice seems like a good way to get more of that die type, though you better be ready for dealing with all of those enemies... also, good music and great art!
this was wonderful. I mostly focused on Emily, since I had a feeling she would be like me and well, I was right! it makes me happy to be able to relate so much to her, even though so much of what happens is so hard.
I was honestly uncomfortable with how Qiyui thought about Emily at first, most notably with how she notices something about her voice. it made me anxious about what Emily's portrayal might be like. but that tension went away as the story progressed. and it helped to realize that Emily was being viewed from the perspective of a teenager who didn't understand yet, but had a non-judgemental attitude. I remember being a confused teenager who didn't understand ourselves or others like us, but being accepting with an open mind, like Qiyui. despite my initial anxiety, it feels good to reflect on our past like this.
I'm looking forward to playing the sequel next :)
I appreciate how this game handles Amira being too hard on herself, and especially how Kenta is able to help. I've been in states like Amira ends up in, getting caught in a loop of self-negativity that spirals worse and worse. In some ways it's hard seeing such experiences reflected back at me, but more than that it feels good to be understood. Even more than that, it makes me happy seeing Kenta support Amira, which reminds me of the people in my life who support me. Thank you for handling something so personal and difficult so well.
really fun puzzle game :) sometimes it's hard to see where the levers are, which is unfortunate, but a bit of experimentation with moving around helps reveal where everything is. when I got to the second cutscene I thought it was going to be the end of the game, and oh gosh the last level is a doozy to figure out!
this was wonderfully expressive. I love the addition and removal of layers to the music. I didn't run into more than one glitchy memory, and I wish I had seen more of it because I am fascinated by how playfully vague the platforming and means of moving forwards is, which, of course, ties in very strongly with the narrative themes! the ending especially caught me by surprise.
I have had a hard time moving forwards, in my life, and this has given me space to reflect on that. perhaps the steps needed to go on don't always look like they can be walked on.






