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Kozelek

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A member registered Oct 04, 2015 · View creator page →

Creator of

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I've tested it on my Android phone, and now works perfectly well :) good work!

Hello! If you want the game to work in Android phones, you just need to include this in your CSS:

html, body {

      background-color: #fff;

}

El gameplay es básicamente eso: conversaciones. El estilo de juego es denominado "novela visual". Para que te hagas una idea, es similar a los antiguos librojuegos de "elige tu propia aventura", donde lees textos y seleccionas opciones a partir de esos textos. Te recomiendo probarlo desde el navegador para ver cómo va (aunque no creo que sea tu estilo de juego, por lo que comentas).

Gracias por la buena crítica! :)

Hola Jorge, gracias por jugar la aventura :)

Puede ser lo que dices de que el desarrollo puede hacerse monótono. Este juego está pensado al fin y al cabo más como un conjunto de reflexiones con una coartada narrativa que como una historia "al uso", pero desde luego que comprendo que alguien pueda experimentar esa monotonía a la que te refieres.

Muchas gracias por jugarla, Mery :)

¡Muchas gracias, Narciso! La verdad es que le sube a uno la moral leer críticas así :) Un abrazo...

Gracias Edu. No, el final siempre es el mismo independientemente del camino que elijas. Miraré lo del volumen durante el ataque en una versión post-Jam. ¡Un abrazo!

¡Gracias Fran! Sí, muchas de las ideas que hay en el juego son reflexiones que he tenido, incluida la de la Casa del Arte. He pensado muchas veces en el anonimato y en si sería o no beneficioso para el arte.

Entiendo lo que dices sobre el derrotismo. No siempre tengo un mensaje tan derrotista, pero es verdad que últimamente me siento así :) En cualquier caso, ninguna opinión está escrita en piedra y esta también puede cambiar.

¡Gracias por jugarla!

¡Muchas gracias! Me alegra que te haya interesado el mensaje político y social del juego. Muchas de las ideas surgieron de una conversación que tuve con una buena amiga, y este juego era una forma de poner todas esas ideas por escrito. ¡Tengo que jugar al de Yomissmar! Todo el mundo lo pone muy bien...

Aunque estoy de acuerdo en que la influencia de Disco Elysium es patente (con las conversaciones internas de distintas partes de la psique del protagonista o sus tiradas sobre habilidades), esta obra tiene un universo bastante particular y muy diferente del de la obra de ZA/UM. El extrañísimo Londres victoriano que nos plantea tras la caída de un meteorito, me parece interesante y podría dar pie a otras obras.

Sí que se nota en cambio que, pese a tener una buena cantidad de texto, ha sido una obra escrita en muy poco tiempo. Es más ambiciosa de lo que su autor humanamente podía conseguir siendo uno de los organizadores de Rayuela y padre de familia, y me consta que para lograrlo estuvo de madrugada el último día escribiendo como un loco. Creo que la obra ganaría dejándose reposar más, y testeando bastantes de sus mecánicas.

Así, por ejemplo, los textos son de calidad regular (algunos están muy bien y otros se notan apresurados), y las mecánicas parecen no tener mucha importancia (como las tiradas de habilidades, que casi no afectan a la trama).

En cualquier caso, creo que es una muestra de la habilidad de Ruber como diseñador y narrador que la obra final, a pesar de todo, se sostiene y es interesante y disfrutable, y nos hace desear más ficciones basadas en el mismo universo en el futuro.

Mención especial a grafista y músico, que han hecho un trabajo excepcional (aunque la música a veces se hace difícil de escuchar por un bug en el sonido que silencia el juego si se cambia de pestaña en el navegador).

¡Gracias Raque! :)

¡Muchas gracias! La verdad que ha sido un lujazo trabajar con @ZororoWhite y @DonutDroid

¿Por qué no pruebas a ocultar el botón de "cerrar" o "siguiente" de las cartas hasta que no haya terminado el texto de abajo? En cualquier caso, ya te digo que es una tontería y que vuestro juego me ha gustado :)

Una pequeña historia de terror serie B con toques lovecraftianos. La obra es muy lineal, y prácticamente nos lleva de un momento al siguiente, con una estructura un poco repetitiva. Creo que una revisión de textos un poco atenta le vendría bien.

En cualquier caso, valorada como una de las primeras obras de su autor, creo que cumple con lo que buscaba conseguir (un relato inspirado en las películas de serie B y en Lovecraft) y que podría dar pie a obras más interesantes en el futuro :)

Me ha gustado esta historia de desamor de dos personajes. El toque de los distintos colores de texto para reflejar la narración interna de los pensamientos de cada uno de ellos me ha parecido muy chulo, así como las ilustraciones (el estilo me encanta, por cierto) donde el color de los dibujos permite indicar quién habla en el texto.

Una obra sencilla y bien narrada sobre una ruptura sentimental. El único punto (no diría negativo, pero sí que me hizo dudar un poco) que reseñaría es ese taxista que parece un poco "deux ex machina" al final, permitiendo a los personajes decidirse a romper por primera vez.

Pero ese es un punto poco importante en una obra pequeña, bien narrada y que consigue transmitir las ideas que buscaba transmitir. ¡Buen trabajo!

Una historia sencilla bien contada a través de los objetos de una casa. ¿Os habéis inspirado un poco en "Going Home"? Por otro lado, veo algún error en la programación (textos que se superponen unos a otros), pero nada que impida el disfrute de la obra. Una historia bonita y sencilla, bien narrada.

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Me ha gustado el toque de que no exista una revelación final, y que la interpretación de los distintos sueños quede al criterio del jugador. Me ha parecido un poco lineal, eso sí, pero es lo normal en este tipo de obra.

¡Me ha gustado mucho! A pesar de encontrar algún bug que otro (poco importante), el misterio de la historia me ha mantenido en vilo hasta el final, y la dificultad de los puzles está bastante bien ajustada. ¿Os habéis inspirado en "Shade" de Andrew Plotkin? Porque me despierta sensaciones muy parecidas... (aparte de que la arena también jugaba un papel importante en esa obra).

No he conseguido terminar el juego, porque no he logrado pasar de la puerta con combinación, pero lo que he visto me ha parecido interesante.

Debo reconocer que este tipo de historia (muy común en juegos de RPG Maker, por cierto) de alguien que ha muerto y que acaba recordando su pasado la he visto repetirse tantas veces que me parece poco original... Sí que es cierto que el tono es distinto al de muchas de esas obras, al no ser tan oscuro o inquietante.

En cualquier caso, me he pasado un buen rato jugándolo, y espero obras más ambiciosas de vuestro grupo en el futuro :)

Me ha gustado mucho. Aunque sea un juego en Unity, recuerda mucho a los de RPG Maker. Los diálogos son buenos y humorísticos, y sobre todo hay una gran cantidad de ellos. (Luego ví que erais tres personas distintas escribiendo. ¿Cómo habéis logrado unificar así el estilo? De verdad no se nota que haya diferentes narradores).

En fin, una obrita sorprendentemente larga para un solo mes de trabajo y con un lore interesante y disfrutable. ¡Muy buen trabajo!

Me ha intrigado lo poquito que habéis logrado terminar. Me quedan ganas de saber más del protagonista y de esa ciudad y ese mundo tan extraños que describís en una de las primeras imágenes.

Como pequeña crítica (aparte de lo evidente del final inconcluso) habría metido un poco más de márgenes al texto, para que no quedara todo tan apegotonado. En cualquier caso, lo que tenéis hecho me ha gustado e intrigado.

Una historia dura (y bastante real, tristemente), narrada muy bien y con muy pocas palabras. El impacto emocional que logra con tan poco texto es encomiable (y no, no creo que banalice para nada la temática real que está tratando).

Al principio reconozco que me costó entrar un poco en la historia, porque como decían por ahí abajo los diálogos se podrían mejorar (y toda la parte donde explican lo que es el Samsara se podría haber trabajado para que no pareciera tan forzada)

Pero el segundo acto, con ese aspecto exploratorio y los puzles, lo disfruté muchísimo. Me recuerda un poco, salvando las distancias, a la visual novel "Spirit Hunter", que también tenía ese aspecto exploratorio (y también disfruté mucho).

Mejorando un poco los diálogos (y arreglando algunos errores en el texto aquí y allá) quedaría una obra más redonda. Así como está, en cualquier caso, me ha resultado muy disfrutable. ¡Felicidades al equipo!

¡Gracias! ¡Me alegro que te gustara! :)

Muy chulo :~)

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I really enjoyed this visual novel. I was excited to see a new mechanic that I hadn't seen in other visual novels, though I had seen similar elements in other interactive fiction games (Did you play "Paradox Factor"?). Changing a draft to slightly alter the course of the day is a very interesting detail that offers a lot of replayability.
Additionally, the texts are strong, the dialogue is convincing, and the tender moments are able to stir up emotion without coming off as corny. The various circumstances are intriguing, and I feel as though I have grown fond of some of the characters by the time the story is over.
Regarding the visuals, I enjoyed the character designs more than the sets, which were obviously created using some sort of image filter. I think the GUI is beautifully designed. Additionally, the music is good and can effectively support the narrative and visual elements.
These kinds of experiments typically focus more on their formal aspects and ignore their narrative components. My congratulations to the team; I'm glad that wasn't the case here!

P.S.: There's a TON of typos, though. I would suggest to check the text of the whole game. I wasn't able to write them all down, but you can find things like "the the" "than than" or "romanitic" in that code 😉

This is a simple story with a final twist. The visual part could require a little more work (the photographic backgrounds don't go well with Dario's sprite and the GUI design could be more attractive) but I understand that it is one of the first works of its authors and that they did not have a graphic artist.

This fact (being one of their first visual novels) is also noticeable in the texts, which could be more polished. The contrast between the (slightly cheesy) conversations in the first part and the melodramatic endings (especially in the "bad" ending) have an unintentionally humorous effect.

In short, it seems clear that this is one of their first visual novels. I don't want to discourage the authors with this comment, quite the contrary: the story, although simple, is interesting and engaging until the end, and I'm sure they can do better works in the future.

I've noticed a strange bug, but I don't know if it's a problem of VNMaker itself: After saving and reloading, the cursor disappears. Hope this helps!

I got "Ending II: Shattered". I'll send you an email right away!

I enjoyed reading this story. It proposes an alternative fantasy universe with a 1920s aesthetic but with city states and demons. Given that it is connected to the author's other works, it would probably be wise to read those as well to gain a deeper understanding of this world.

As I've seen in his other works, the background collages and illustrations are simply outstanding. The literature is more than accurate, despite the fact that I occasionally think some of the texts are a little too long. Although it is understandable in a work of more than 30,000 words intended for a one-month game jam, I felt the ending was a little hurried.

Overall, I thought it was good, and I'm excited to read more from the same author and learn more about this world.

In place of reporting them here, if the author is interested, I can send him or her a private message with the errors and bugs I found in the text (which aren't too serious).

After getting to three of the different endings, I still can't say I've fully understood this visual novel, but it definitely intrigued me. I should probably read the book that inspired it.

(Is this a reflection of Brexit concerns? Or a tirade about the spirit of English nationalism? As an old anarchist I find it hard to empathize with nationalist sentiments, but I can definitely empathize with concerns that the place we live in has lost its way and its spirit).

At times it reminded me of a Samuel Beckett with less of his humor and some of his social commentary (and I think that is the best compliment I can give to this work).

I am not so convinced by its structure in separate episodes, without an apparent link between them. I think a way could have been found to address all these themes with a single narrative instead of many short episodes, and that the end result would benefit from it.

In any case, although I don't know if I liked it exactly, I can say that this work has interested and intrigued me, and for that reason it has been worth the time to read it.

What a wonderful little visual novel. From the images to the writing and the music, every aspect has been taken care of to create a very personal and poetic universe. I think this story is the one I've enjoyed the most so far in this Jam.

Little more remains for me to say that I will keep an eye on your next works if that allows me to discover little gems like this one.

I have noticed that you have used Godot to create this visual novel. Have you used any library for it, or have you programmed it from scratch? (Seems more like the latter, since there's none of the usual functionality like saving the game or going back. By the way, the "skip" button doesn't seem to work.)

This is one of the best examples of using external resources that I've seen. From what I have been able to verify, neither the backgrounds nor the music have been created for this story, however the result is perfectly coherent and seems to have been done on purpose.

I have not been able to solve the riddle because I am terrible at this type of detective games although I imagine what the solution is after seeing the investigation in Isla's room. In any case I have enjoyed the story and one of the (bad) endings, and I encourage the author to hit the submit button more often 😉

I have found some small bugs:

  • I can take page 3 of 3 of the diary indefinitely.
  • The objects for the image buttons are not perfectly aligned: In a big enough screen, it can be seen a thin white line around them. (I suggest not leaving the space below them blank.)

Many aspects of this kinetic story appealed to me, including the artwork with its expressive characters (I was surprised by the number of gestures and poses created for each of them) and the background's high quality, which includes the living room that changes as the day progresses and the events change.

The story, which appears to be very straightforward (a couple is stranded in their cabin for several months), does a great job of maintaining tension, making us worry about the characters' well-being, and allowing us to feel their tender or sad moments.

The main characters are "fairies" with magical abilities, and there are spirits prowling the forest, so I realized that this straightforward story was actually hiding a more complicated world. I suppose I should read other works by those authors in order to fully comprehend that world.

In any case, this short piece, which is beautifully illustrated and masterfully narrated, was very enjoyable to me.

A group of people are left to tell tales in a cursed cabin while unexplained disappearances start to happen in this short and incomplete work, which seems to be the start of the prototypical horror movie.

The illustrations are nice, but because only one face is shown at a time, the framing is somewhat static, and the backgrounds are extremely straightforward.

Even though I consider it a work in progress, I don't believe it has a compelling narrative to tell, and the characters' presence isn't explained in any way other than by their desire to "prove their courage."

With some more work, however, an interesting story could come out of this.

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This little visual novel was great fun. Both the character designs and the illustrations are superb. The old-fashioned style reminiscent of Arthur Conan Doyle's stories and the characters' personalities are perfectly captured in the texts. I was surprised by the fact that the different routes contradict each other; it is something I have seen in gamebooks but never in visual novels.

As a small negative point, I think that perhaps some time could have been spent on designing a more attractive GUI.

In any case, a nice little visual novel.

I am aware that the creator of this game only spent a few days creating it, so I have taken that into consideration when writing this review.

The game almost reads like a very introspective little self-help book that offers advice on how to use the winter as a time of healing and self-discovery. The images—which were undoubtedly sourced from the internet—support that sense of seclusion and introspection, and the music is appropriate for setting the mood. The texts are effectively written and convey what they intend to say.

All things considered, it's a good job for a small project that was completed in two days. I hope to see more ambitious work from its author!

I can tell this is a kinetic novel without any choices. The drawing style is simple but works well for the story and is consistent throughout. I appreciated the use of the OpenDyslexic font for readability. I think this is a nice touch.

The game is very much in need of a story to tell. There are times when the events involving these two characters occur one after another without feeling as though they are leading anywhere, and the pointless conversations drag on for an excessive amount of time. I am aware that the focus is on the characters rather than the plot, but in order for us to care about their internal struggles, the conversations need to be more in-depth. Currently, issues like anxiety or divorce are discussed, but they don't delve too deeply into them.

It is a nice touch that real actors have been used for the voiceovers of the text, although the result is uneven. The actress who plays Martha overacts a little bit; she tries too hard to add intentionality to every sentence. In contrast, Tabitha's actress is much more restrained and performs better. In the moments when some characters don't have a voiceover, it's a bit strange, especially in the case of Stacy, who seems to be a character with some entity.

I have included a screenshot of an error I found in the text, in case it may be useful.

"Christmastime":


I was surprised by the quality of the visuals in this game. The drawing of the characters is excellent, as are the backgrounds. It is surprising that you have achieved such a high-quality result for a game jam lasting only one month.

As for the story, it is the typical narration of the blossoming of a love between two characters, with many common places. I think a lot of effort has been put into making the characters "charming," but not so much in making them realistic, and so, sometimes, their reactions seem childish for the kind of people they are supposed to be (two young professionals, one a writer and the other an engineer). I must confess that this is not the kind of story that usually interests me, so my review should be taken with a pinch of salt.

As for the programming and user interface design, I can only say that they are excellent. The game looks polished, and the animations and responsiveness of the controls are excellent. Overall, a very good result for work done in just one month.

I include here a couple of screenshots of some errors I found in the text, in case you find it useful to correct them.

"thoblankught":


"it;s":


Hope that helps!