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ToMyself

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A member registered Oct 06, 2025 · View creator page →

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Hey!

Despite everything, I hope you’re still doing and feeling well. 

This might not be much of an encouragement, but one thing I’ve learned about hard times is that they usually come with ease afterward. Every tough period I can remember going through eventually ended, and it was replaced by a happier stretch. Then another stressful time, and so on. I guess that’s just the cycle of life.

Though maybe Myrddin will have better words to help (or… maybe not, lol).

Also, I offer my official condolences to you and your phone... I really hope you’ll manage to fix it, or replace it, so I’m wishing you nothing but success there!

Maybe we can just use our imagination and say that, while entering the cube, you cracked through dimensions, and that’s how you ended up there in the first place.

And as a consequence, the dimensional crack is still open.

Yes!

I hope I can ease your current times, even if only a little, through a bit of distraction. I was genuinely a bit nervous about whether the game could recreate the same spark for you as before, and I really hope it still does, despite the changes.

Also, a little secret tip: there might be a situation where you’ll be able to type your username... try it out.

Thank you.

I feel like this is just a standalone message I wanted to put here.

Thank you for all the support throughout. If you hadn’t made your post all the way back then, I might not have ever started this at all. So thank you very much!

I’ll do my best to stay safe and healthy, and I hope you do too!

Thanks again.

Warm regards!



(1 edit)

First of all, I want to properly show my gratitude for the time and thought you put into this. Thank you so much!

I do think you’d need more than one playthrough to really see everything, unless you’re extremely thorough. Even in the prototype, there are options that only unlock if you go through specific steps and have certain interactions about certain topics.

And I completely agree with you on replay value. If a game isn’t specifically designed to offer a different kind of experience on a second playthrough (like the Nier franchise), I’m usually not that eager to go through it again, even if I loved it.

For some reason, though, I do enjoy rewatches of shows and movies, probably because the context changes everything.

Like:
“Wow… now I know why they said or did that.”
“Oh… so that was the purpose of this.”

I feel like this game could create that same effect.

I’m also genuinely fascinated by human psychology, and by the different perspectives that can erupt from the same situation.

I heard a quote recently that stuck with me: “There aren’t a set number of languages in the world, since everybody speaks a different language.”

Not literally, but in the sense of how things are expressed and how they’re received.

And well… let’s say, hypothetically, there is a way for Myr to stay. That hypothetical would also come with a fairly tragic note. In the end, you’re the one deciding whether you’re okay with your own actions.

I’m really glad Myrddin already feels believable as a character, and that he seems to have formed his own identity even in the prototype. 

Fiction has a weird way of becoming part of our reality. 

We feel sadness, happiness, anger, comfort, all kinds of emotions, while fully knowing it isn’t real. Personally, I don’t think that’s a bad or “sad” thing at all. 

If anything, a lot of who I am was probably influenced by fictional things, books, games, shows, all of it.

I still fondly remember a game I played back then called Persona, where you’d hang out with a group of friends and go on adventures together. Sure, driving a cat that turns into a car, inside a bank, flying through the sky, is not exactly realistic, but who cares?

Also, this is genuinely the first time I’ve heard the term “Vocaloid.” I searched for “Glasswall” and listened to two versions (thank you!). And wow, it’s really Monika-coded. When I heard Dex’s version, it made me wonder: is that the kind of voice you imagine Myrddin having?

And thank you for introducing a new word to my vocabulary too: “vérité.” I’m absolutely going to use that to sound more professional.

Comparing Myr to Monika is a compliment, since DDLC is basically the kickstarter of inspiration for this project. I’m happy I managed to capture even a bit of that feeling, even though I’m still far from reaching the level of writing Team Salvato achieved.

Yes, the whole “blurring the line of fiction” idea is definitely something I want to explore. That said, maybe it’s also not the best idea to have someone messing around, not only inside the game, but outside it too.

Because, to be fair, being stuck inside four walls, isolated, for who knows how long, might lead to some instability, and some very goal-driven behavior.

...I still need to research what’s legally within bounds (lol), but the general idea of messing around in the background is planned.

The main thing I do is just drafting. Drawing everything takes a lot of time, and with the complicated situation I’m currently in, plus every other part of the game, I can’t focus on art as much as I’d like. So I mostly leave that part to someone else.

I also checked out the game you mentioned and met Leo. Honestly, I think you’ve done a great job. And since my mind is a spiraling library of canvases that keeps coming up with ideas (for better or worse), I can genuinely picture a whole game with that exact character art and story direction.

In my opinion, art is very important, but it’s not always about technical “perfect art,” it’s about the art style and whether it fits. 

Lacey’s Flash Games is a good example. I didn’t play it myself, but I’ve seen viral clips, and while the character art isn’t necessarily “pretty,” the style is fitting and people love it. 

Same with Undertale. A lot of people say the art isn’t its strongest suit, but the style is cohesive and aesthetically right for what the game is trying to do. There are many games like that.

I think, with how little experience I have in this area, it’s better to work with what your art already is, instead of trying to force it into something it isn’t. 

Let the story, UI, and gimmicks play around the art style, rather than forcing the art to bend around everything else.

Did that make sense? Probably not haha.

 And yes, it’s a real shame the sprite hasn’t reached your satisfaction. 

I’d say the art itself is quite well made, but it’s the aesthetic, or vibe for lack of a better word, that hasn’t clicked yet (This is what I meant earlier: art doesn’t necessarily have to look “pretty,” it just has to fit what the game needs.) I actually agree, which is why I’m trying a softer version. Though I’ll admit, looking at him almost daily, I’ve grown accustomed.

Oh, and I’m curious about what you think is happening, but you’re right. Spoilers are dangerous.

I’ll leave you with one warning, though. Maybe Myrddin isn’t as selfless as you might think he is.

What do I mean by that?

Well… you’ll find out in 10 years.

 Just kidding, of course. But I will say: Myrddin is a complex character.

Also, that last sentence of yours definitely left me with quite a lot of pressure!

I really hope it reaches the enjoyment you had with the prototype, even if 0.1 is still far from a finished product.

Thank you once again, and please never feel pressured to reply. Just reading the devlog is already more than enough!

Warm regards, and I hope you have a great week!

(6 edits)

First of all, a genuine thank you for taking the time to share your thoughts!

Now, onto the rest:

Funnily enough, I had a very similar thought process regarding the sprite. Especially since the first version does leans much more into a cutesy style compared to the newer one, which made it feel a bit... uncanny? 

That said, it does align with the direction I want the narrative to take. A narrative that is not yet shared, which I know makes it difficult to fully grasp right now. 

I am still deciding whether this is truly the right match, so it is very much subject to change. Since he is the core of the game, I do not mind going through multiple revisions to find the right style. 

At this early stage of development, things are still quite flexible. 

For now, the first version, which I will creatively call 0.1, will use the new sprites mainly for testing. If they fit well, great. If not, I will change them asap.

You are spot on with the memorization aspect. 

The example you mentioned is exactly the kind of thing I want to implement and refine. Choices should matter, even if they seem small. 

As you said, they add a lot to the overall experience. 

On top of that, I want to create something that feels tailored to the player. This is just a rough example, but if the player mentions dislikes, likes, or opinions on different topics, Myrddin should adapt accordingly. 

For instance, if the player says they dislike question marks, a strange example I know, Myrddin would try to use fewer of them, or none at all. It might be something the player consciously notices or not, but it still shapes the playthrough.

First and foremost, this is a narrative driven game. There is a main story and achievable endings, including multiple ones, but there is a central goal tied to Myrddin. The story and interactions are built around reaching that goal. 

Because of this, I do not expect much hesitation when it comes to cutting content that does not serve the narrative.

The idea of having interactive reactions when clicking on Myrddin is fantastic! 

I honestly cannot believe I did not think of that myself, especially since I did something similar in another project before. Thank you for that suggestion!

At its core, the game is meant to provide a companion who sweetens your day (and admittedly crushes it at some point, but hey). 

A close friend. 

Because of that, it is not intended to be a dating sim by default. Romance is something I have in mind, specifically as a route that could lead to an ending, but I cannot really say much about it since it ties directly into the main twist of the story. 

That said, everything is still very much subject to change, so please take this more as a snapshot of the current state rather than anything final. It is far from that, actually.


Attempt to literally "break the fourth wall"  Hmm...


I totally see your argument about giving Myrddin a voice, and I agree with it. 

I think this idea comes more from the developer side of me being curious rather than from a true player focused perspective. That said, my intention was always to include an option to disable it entirely for those who might find it unfitting. 

However, as mentioned, this is quite unlikely to happen in the end, largely for the reasons you pointed out. If anything, I would test the concept carefully and share small glimpses beforehand before committing to it fully.

As for animations, your concerns are completely valid. I will keep the possibility in mind, but I do not plan to animate everything. If animations happen at all, they would be reserved for very important scenes, and even then, this would be something to consider much later in development.

Human perspective is vast and fascinating, and as a single person, I would never be able to fully achieve what I want with this project on my own. 

I genuinely value all feedback and take it into serious consideration.

And this was incredibly valuable! Thank you once again, and please never hesitate to share criticism. 

This is a project I want to build together with others, not just inside my own head.

I am planning to release a short playable demo to help set direction and test ideas, essentially a 0.1 version, sometime in January.

Thank you, truly.

Warm regards.

Heya,

It has been a while, and I hope you have been doing well!

I have been tinkering with this project on and off and recently shared my thoughts in a new devlog. Whenever interest, boredom, and free time happen to find you, feel free to take a look. I would really love to hear your opinion, and please do not hesitate to share any criticism.

That is about it. I just wanted to write directly, especially because of the very kind words you shared about this project before. Of course, feel free to ignore this if there is no interest at all.

Thank you, and warm regards!

(1 edit)

Interesting enough, the original idea for one of the possible endings was simply choosing to quit and not continue. After all, that choice causes no direct harm, only solitude for Myr. 

Though it does raise an interesting question: which is worse, a bond that harms or a loneliness that spares?

...Also, never say never.

Thank you for playing!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

Interact With Me!

- Please do!

There is no issue whatsoever! 

As someone who occasionally sketches story drafts myself, it is quite a unique feeling to see someone else use one of my characters as the main focus of their story. It is a mix of joy and… astonishment? I am very flattered.

Of course, I checked it out, and I have to say you are really good at creating an engaging atmosphere and conveying emotions through your writing. I especially have to compliment the way you summarized the whole game without losing any sense of immersion, allowing the reader to experience your emotions as if they were their own. Hats off!

…Oops, I accidentally drifted into writing a little review, my bad.

Still, it does make me curious. If your thoughts were this strong from what you experienced, how would your reaction be to the full package? After all, this was just a 7-day project, with many things cut or left out. I might actually give you a heartache if a full story for Myrddin ever gets completed...

All jokes aside, thank you very much!

This might sound a bit exaggerated, but just knowing that you not only thought about Myrddin after finishing the game, but also took the time to plan what you wanted to write, then actually wrote and published it, that is a lot of effort, and I am truly grateful for it.

Thank you! DDLC was a major inspiration, and to this day it remains one of the most impressively creative games I played, especially if you’ve ever gone down the full rabbit hole of its hidden secrets.

Unfortunately, time was limited, so I could only include a few small meta secrets here and there. I had to settle for just a handful this time...

Thank you very much for the bug report as well! The issue has been fixed now. I apologize for the inconvenience, and I truly appreciate your feedback!


P.S. Myrddin likes you too.

Thanks for your thoughtful message! It’s quite fascinating how one’s perspective on games changes once one tries to create one. The amount of effort that goes into it, even when it seems simple, is truly amazing.

Now I’m rambling too much, so I’ll just invite you to take a look at: https://notetomyself.itch.io/interact-with-me

It’s a slow-paced psychological horror visual novel that focuses more on the psychological aspect than on the horror itself. 

If this sounds interesting to you, feel free to take a look. 

...If not, thank you for giving me your attention!

Kind regards!

(1 edit)

Please don’t be. It’s a perfectly reasonable question, and I’m actually quite honored that you even asked it.

I’ll be blunt and honest. This might seem like a superficial reason, which it is, but I think it comes down to simple interest. That’s the main motivational factor for me. Of course, I don’t expect anything big, but if a small community were to form over time,  a tiny one, that alone would really motivate me.

I hope this doesn’t sound like I don’t enjoy working on it. I truly do, and I often think about ways to improve things every day. It’s just that it takes a lot of time and energy, and unfortunately, I don’t currently have the luxury to spend too much time on projects that, to put it harshly, aren’t very beneficial. Maybe if things change someday, then absolutely, I wouldn’t care about any of that, as long as there’s at least one person out there enjoying it.

If I do continue working on it, I don’t think it would take too long to finish what I have in mind. At most, maybe a year, and that’s only if I get really lazy.

I hope this answer isn’t too much of a letdown.

Thank you!

(2 edits)

Hmm, interesting question. If, and it is a big if, I continue development, the possibility of such a route isn’t slim. It would likely be an optional path, though not in the typical “dating sim” style. The game is still a psychological horror, focused more on the mental and emotional aspects.

So, to give a vague answer, it’s possible, but with a touch of complicated flavor!

(P.S. Please don’t hesitate to ask as many questions as you want, if there’s even anything else to ask, haha.)

Thanks for playing! I’m sure Myrddin enjoyed his time with you just as much, if not more. 

...After all, he went through quite a bit just to talk to you.

This is only a prototype, more of a first look at the idea. Who knows, maybe there will be many more (and better) ways to interact with him in the future.

Thanks again, and kind regards!

(3 edits)

Oh, shoot! It should be fixed now. Thanks for letting me know! As for the ambience, it starts fairly soon after the first small talk section, though you are right that I didn’t really consider players who might mainly focus on other activities first...

Otherwise, it’s always instantly available to choose whenever you raise a question.

I apologize for the inconvenience, and thank you for playing!

What a feel-good story! Especially the happy ending! 

<( •̀ᴖ•́)>

The semicolon key... it destroyed me. Great performance though!

Yes... I too fell into the trap of the relaxing start and got jumped by the snake under the rock...

Should I have taken the warnings at the beginning more seriously? Yes...

Should I have played this at night? No...

Ran into a haunted house, saw a ghost, exploded multiple times due to being unprofessional... would do it again (I did).

Wow, the atmosphere and sound design are incredible. That lighter had me sweating!