This is very charming! It might be a short game, but there's proper challenge in matching the designs, and it feels well-scoped to a game jam's time limit.
Thaliarchus
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Wow! The drawn and collaged images work so well here, and the prose is beautifully efficient. I love the main text box, which is not a phrase I expected to write. So much of this manages to look tactile, which works very well together with the writing about itching, reaching, hurting, resting, rotting. I don't live with hEDS, but I've certainly served my time in hospitals in the last few years, and the medical scenes struck home. Thank you for making this!
Very much enjoyed this! The triptychal layout is very nice, as are the architectural 'stages' in the central window. And it's nice to see assets from the Livre de chasse manuscript. The script's evocative and effective, and I thought it did a good job implying necessary context without ever feeling like it had paused to lecture.
A couple of very, very minor snags which I note in case it's helpful, not as a criticism: a few times, I found the music cut out when I scrolled back in the dialogue; and in a few cases I stumbled slightly over dashes in the text which could perhaps have been em-dashes to distinguish themselves a bit more clearly from hyphens.
Main thing is, I liked this--thank you for making it!
This's a great concept.
I love all the polish and detail in the interface, which fits it all into Jana's note-taking and recording, and the soundtrack felt fitting. (I guess it's just, like, epitext, but I also love what you've done to integrate the itch page itself into the colour theme.)
The script is admirably efficient, and I always felt that dialogue on screen was there for a purpose. I don't know that Gabrielle's side of the story landed quite as well for me as the others, but that might well be a matter of taste--and I found the other two plenty unsettling!
Very impressive. Thanks for making it!
This rips! Lovely little game. Took me a few minutes to identify all the information the cursor was throwing at me, but that's still the right place for the info, I think. The shooting sound effect is chunky and well-chosen: I could listen to that gunfire all day. Visually/aesthetically the whole thing's impressively coherent for a jam game.
Now that it's finished (more or less), I want to say here how well-realised The Gordian Cycle is. It really captures the (superficially) dry tone that some of its influences have, and creates the same need in the reader to fill in emotion for themselves. I love the careful imitation of a multi-witness tradition getting edited together for a modern audience, too!
This demo is great fun! Some of your music choices and things like the searchlight intro definitely summon up the spirit of Conan / Lupin / Saint Tail / Cat's Eye &c. Having time to spend clicking around and working out a solution fits the premise very well. I think the only thing that threw me was something very minor: the pillar box outside Ramona's (postbox, mailbox) was surprisingly short; those things are normally shoulder-height. But that's hardly a problem, and actually I thought it was kind of cute.
Good luck working on the rest of the game! I'll keep an eye out for it coming out.
This was fascinating! You picked great assets to use, and you work with them very efficiently. The elements that you created directly (I imagine?) do a lot, too: the 'halo' behind Haydee immediately intrigued me, for instance, and it was very cool to see the script offer a couple of lines to contextualise it, and then see it used later to tell us about Haydee's state of mind. (If mind is even the right word for talking about angels, &c &c.)
I wasn't quite sure about the phrase 'twain ropes' (definitely not 'twin ropes'?); I suspect 'a shit pay' would be better as either 'a shit salary', or 'a shit paycheck' (in NA spelling), or just 'shit pay'; and in one line, 'It's shell' probably ought to read 'Its shell'. But those are the most minor of nitpicks, and I am mentioning them because there weren't any larger issues. Overall I thought this read very well, with some lovely uses of language that sketched in an engaging, unsettling background to the story.
Narratively, it was also neat to read a VN in this game jam that gives us a third person's glimpse of a relationship rather than placing the point-of-view character's own romantic relationship(s) at the front of our attention. That aspect also makes this function powerfully as a self-contained short story, which is sensible scoping for a time-limited jam, as well…
Haha, I’m glad that that was worth mentioning! I think these seemingly small things like character motion add a lot to the texture of the story and the characters. I never complain about a VN missing them, because I know many projects have very small teams or just one person behind them. But when a VN does do this I always notice!
I enjoyed the slice of the VN that you have in the demo! There's some very confident and effective use of varied typesetting here, and the whole has such coherent presentation. The committed choice of just a few colours works very nicely. I can't comment on the Spanish text, but I thought the English read well, with a good grip on register and dialect and some well-chosen idioms. (I think there was one line where I might have found toast more natural than toasts, but if that is the level of detail one has to zoom in to to try to give feedback, things are going well!)
If you do take this project forward in future, I'll be interested to see where it goes.
This demo was a good time! I really liked the style and execution of quite a lot of the art. The dialogue worked for me and often felt quietly funny. I also like how you've summoned up some of the atmosphere of late teens spent somewhere that's not the most inherently exciting place in the world—very efficiently, without that many assets used. I'm afraid I can't comment on the voice acting because I'm a boring turns-the-voices-off person, but it's impressive that you're including it, and also good from an accessibility point of view.
I wondered in a few places whether the narration, distinct from the dialogue, might be dialled back, to avoid the risk of saying things we can infer already. Perhaps that's just a matter of taste! One or two lines included vocabulary which I'm not sure was in circulation in 1997, but (1) I might just be wrong, and (2) even if that is happening, that's a legitimate stylistic choice (no one writes historical fiction about the fourteenth century in Middle English, and nor should they). Also, the drawing of Nat with her tongue out is funny, but I thought perhaps it appeared too often, diluting its force—in my opinion, and it's only an opinion, that sort of image works best when used most sparingly.
None of those things were a big deal. Overall, I thought this was a very likeable snapshot. Good luck working on the rest of it!
Yes, I think if you link a zip here in a comment that'd be great. I can edit the post to point readers down to it if they do want it. Having a portable version (however rough and ready) would be really good for people with long commutes / intermittent internet access / &c &c. Thank you for offering!
I'm really glad to hear that you enjoyed it, thank you! I think (hope) that one of the good things about the project has been that lots of readers who aren't necessarily hugely into reading poetry have still found things to like in CWKB. It's good to know that you found the recordings of performance added something, too.





