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Stellium Games

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A member registered Mar 27, 2025 · View creator page →

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Thank you for submitting The Sun and Moon to the Branchy Studio Narrative Jam. We genuinely appreciate that you handed something in despite the technical difficulties. Finishing is harder than it looks, and it matters.

Your concept is a solid interpretation of the jam’s theme. A day/night switch that does not just change the lighting but reveals the true nature of the townspeople is exactly the kind of meaning-over-visuals thinking the jam was designed around.

After reviewing the project files directly, here is a clear picture of where things stand and what to prioritize next.

The transformation logic in player_2.gd is the right foundation. Checking the sun’s y-position against a horizon threshold and swapping the sprite texture is a solid approach. However, the reverse transformation (werewolf to human when the sun rises) is currently commented out, so the switch only works in one direction. That is the first thing to uncomment and test.

The SUN and MOON buttons exist in the scene but are not connected to any script logic, so pressing them currently does nothing. Wiring those up to actually move the sun node would make the core mechanic immediately playable.

The player movement in player.gd has move_and_slide() placed inside a commented-out block, which means the character cannot physically move through the scene. This is a small fix. Moving that one call outside the commented section would restore movement.

The dialogue files (main.dialogue and dialogue2.dialogue) still contain the Dialogue Manager’s default placeholder content. The addon itself is set up correctly, which is the hard part. Adding even two or three lines that react differently depending on whether the player character is in human or wolf form would bring the narrative layer to life and demonstrate the mechanic’s potential.

The idea behind The Sun and Moon deserves to be built. Keep going.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting The Sun and Moon to the Branchy Studio Narrative Jam. We genuinely appreciate that you handed something in despite the technical difficulties. Finishing is harder than it looks, and it matters.

Your concept is a solid interpretation of the jam’s theme. A day/night switch that does not just change the lighting but reveals the true nature of the townspeople is exactly the kind of meaning-over-visuals thinking the jam was designed around.

After reviewing the project files directly, here is a clear picture of where things stand and what to prioritize next.

The transformation logic in player_2.gd is the right foundation. Checking the sun’s y-position against a horizon threshold and swapping the sprite texture is a solid approach. However, the reverse transformation (werewolf to human when the sun rises) is currently commented out, so the switch only works in one direction. That is the first thing to uncomment and test.

The SUN and MOON buttons exist in the scene but are not connected to any script logic, so pressing them currently does nothing. Wiring those up to actually move the sun node would make the core mechanic immediately playable.

The player movement in player.gd has move_and_slide() placed inside a commented-out block, which means the character cannot physically move through the scene. This is a small fix. Moving that one call outside the commented section would restore movement.

The dialogue files (main.dialogue and dialogue2.dialogue) still contain the Dialogue Manager’s default placeholder content. The addon itself is set up correctly, which is the hard part. Adding even two or three lines that react differently depending on whether the player character is in human or wolf form would bring the narrative layer to life and demonstrate the mechanic’s potential.

The idea behind The Sun and Moon deserves to be built. Keep going.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting Doomsday For Dummies to the Branchy Studio Narrative Jam. This was a standout entry in terms of writing quality. The voice is sharp, consistent, and genuinely funny. The escalation from nudging a remote off a table to a full supernatural confrontation is expertly paced, and the moment where the blood starts flowing backwards is exactly the kind of tonal shift that makes comedy and horror work together. The burned-away faces in the photo frames are also a great piece of environmental storytelling, raising questions without a single line of exposition.

On the switch system: after reviewing the full structure of the game, there is more going on mechanically than it might first appear. The player controls two types of indirect actions (moving objects and controlling electricity), and the roommate genuinely adapts his behavior in response: he starts carrying a flashlight, tapes the light switches, and prepares for your interventions. That reactive character logic is exactly what the jam was designed to encourage.

The most interesting moment structurally is the Persistent variable, which tracks how aggressively the player uses the electricity switch. When it reaches 1, the narrator’s tone shifts to snarky. This is a switch changing meaning, not just visuals, which is the jam’s core design principle. That instinct is exactly right.

The main area to develop further: the Move and Elec variables accumulate throughout the experience but do not yet drive many conditional outcomes beyond that one tonal shift. The two different Day One endings (Glass_dead and Annoyed_win) show that the branching architecture is already there. The next step would be letting those accumulated stats alter how the roommate behaves in earlier scenes, not just which ending is reached.

We would love to see Day Two. The bones of something genuinely great are here.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting Doomsday For Dummies to the Branchy Studio Narrative Jam. This was a standout entry in terms of writing quality. The voice is sharp, consistent, and genuinely funny. The escalation from nudging a remote off a table to a full supernatural confrontation is expertly paced, and the moment where the blood starts flowing backwards is exactly the kind of tonal shift that makes comedy and horror work together. The burned-away faces in the photo frames are also a great piece of environmental storytelling, raising questions without a single line of exposition.

On the switch system: after reviewing the full structure of the game, there is more going on mechanically than it might first appear. The player controls two types of indirect actions (moving objects and controlling electricity), and the roommate genuinely adapts his behavior in response: he starts carrying a flashlight, tapes the light switches, and prepares for your interventions. That reactive character logic is exactly what the jam was designed to encourage.

The most interesting moment structurally is the Persistent variable, which tracks how aggressively the player uses the electricity switch. When it reaches 1, the narrator’s tone shifts to snarky. This is a switch changing meaning, not just visuals, which is the jam’s core design principle. That instinct is exactly right.

The main area to develop further: the Move and Elec variables accumulate throughout the experience but do not yet drive many conditional outcomes beyond that one tonal shift. The two different Day One endings (Glass_dead and Annoyed_win) show that the branching architecture is already there. The next step would be letting those accumulated stats alter how the roommate behaves in earlier scenes, not just which ending is reached.

We would love to see Day Two. The bones of something genuinely great are here.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting Will Love Prevail to the Branchy Studio Narrative Jam, and for learning Ink and BranchyStudio simultaneously for this project. That takes real dedication, and it shows in the result.

After reviewing the full project files, there is a clear arc across the three sheets that is worth addressing directly.

Sheet 0 and Sheet 1 implement weather as a dialogue choice: the player picks “Clear Skies” or “Raging Storm” and receives a specific scene in response. This is traditional branching with weather-themed labels. The player is selecting an outcome, not setting a condition. That is the core constraint the jam asked to avoid.

Sheet 3 is a different story. Here, weather is set first, and then conditional checks on the affection and confusion variables determine Steve’s internal monologue independently. The structure becomes: weather establishes a context, and accumulated state shapes the reaction. That is much closer to what the jam was designed around, and it is the strongest moment in the project.

The direction between sheets is exactly right. The design is moving toward a genuine switch system. The task for a future version would be to apply that same logic consistently from the start: let weather exist as a persistent world state, and have both characters react to it based on their own internal variables throughout, rather than only in the final sheet.

One technical note on Sheet 3: nodes 3-006 and 3-009 check affection >= 1 and affection <= 0 sequentially in the same flow. These conditions are not mutually exclusive. If affection equals exactly 0, both can trigger on the same playthrough. Worth tightening those boundaries (for example, affection > 0 and affection <= 0) to ensure only one path fires.

The emotional core of the story is strong, and the writing has a quiet sincerity that works well for the subject matter. Looking forward to seeing where you take it.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting Will Love Prevail to the Branchy Studio Narrative Jam, and for learning Ink and BranchyStudio simultaneously for this project. That takes real dedication, and it shows in the result.

After reviewing the full project files, there is a clear arc across the three sheets that is worth addressing directly.

Sheet 0 and Sheet 1 implement weather as a dialogue choice: the player picks “Clear Skies” or “Raging Storm” and receives a specific scene in response. This is traditional branching with weather-themed labels. The player is selecting an outcome, not setting a condition. That is the core constraint the jam asked to avoid.

Sheet 3 is a different story. Here, weather is set first, and then conditional checks on the affection and confusion variables determine Steve’s internal monologue independently. The structure becomes: weather establishes a context, and accumulated state shapes the reaction. That is much closer to what the jam was designed around, and it is the strongest moment in the project.

The direction between sheets is exactly right. The design is moving toward a genuine switch system. The task for a future version would be to apply that same logic consistently from the start: let weather exist as a persistent world state, and have both characters react to it based on their own internal variables throughout, rather than only in the final sheet.

One technical note on Sheet 3: nodes 3-006 and 3-009 check affection >= 1 and affection <= 0 sequentially in the same flow. These conditions are not mutually exclusive. If affection equals exactly 0, both can trigger on the same playthrough. Worth tightening those boundaries (for example, affection > 0 and affection <= 0) to ensure only one path fires.

The emotional core of the story is strong, and the writing has a quiet sincerity that works well for the subject matter. Looking forward to seeing where you take it.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting ANTS to the Branchy Studio Narrative Jam, and congratulations on your first ever game jam submission and first Godot project. Shipping a playable browser build in ~16 hours is a real achievement.

After seeing the game directly, the switch system is more ambitious than it first appears. The player distributes limited shared resources (Food, Water, and Sleep) across four characters before proceeding to the next scene. This is a genuine switch mechanic: the player sets world conditions, characters respond to them, and the resource constraints mean every decision is a trade-off. Feeding one character means another goes hungry. That tension is exactly the kind of indirect control the jam was designed around, and the execution is clean and immediately readable.

The main issue is that this screen appears only once. After that first distribution moment, the mechanic does not return, which means the narrative consequence of those choices never fully lands. The switch system is the most interesting part of the design, and it disappears before it has a chance to shape the story. In a fuller version, having resource states carry over and visibly alter how characters speak, behave, or relate to each other across multiple scenes would make those initial decisions feel meaningful.

The four-character setup also has strong potential: with distinct personalities and a shared resource pool, the player is already making implicit statements about who matters. That is a compelling premise for a sci-fi dystopia story, and it would be worth building on.

We hope to see a more complete version of this. The foundation is genuinely interesting.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082

Thank you for submitting ANTS to the Branchy Studio Narrative Jam, and congratulations on your first ever game jam submission and first Godot project. Shipping a playable browser build in ~16 hours is a real achievement.

After seeing the game directly, the switch system is more ambitious than it first appears. The player distributes limited shared resources (Food, Water, and Sleep) across four characters before proceeding to the next scene. This is a genuine switch mechanic: the player sets world conditions, characters respond to them, and the resource constraints mean every decision is a trade-off. Feeding one character means another goes hungry. That tension is exactly the kind of indirect control the jam was designed around, and the execution is clean and immediately readable.

The main issue is that this screen appears only once. After that first distribution moment, the mechanic does not return, which means the narrative consequence of those choices never fully lands. The switch system is the most interesting part of the design, and it disappears before it has a chance to shape the story. In a fuller version, having resource states carry over and visibly alter how characters speak, behave, or relate to each other across multiple scenes would make those initial decisions feel meaningful.

The four-character setup also has strong potential: with distinct personalities and a shared resource pool, the player is already making implicit statements about who matters. That is a compelling premise for a sci-fi dystopia story, and it would be worth building on.

We hope to see a more complete version of this. The foundation is genuinely interesting.

You can find other submissions feedback on discord server in this channel: https://discordapp.com/channels/1383776038013763619/1490280560902275082