I liked the premise and the art is quite pretty. I got stuck trying to shoot the object in the sky in issue 4. No matter how much power I gave it, it told me to try again.
ViburnumScarab
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I tried it, even though I disagree with the use of AI in creative developments. I went through the intro, and none of my choices mattered. If I didn't choose the right option, everyone died. Then it threw me into the AI screen, and it couldn't answer basic questions related to the narrative. I think it would have been much better if you wrote dialogue instead of relying on the AI.
I will echo many of the suggestions that beaublue mentioned, but I wanted to specifically talk about a couple of sets of choices that I experienced as Jhorrick.
1. I really enjoyed the memory sequence toward the end of the demo, and the lack of control that I felt. That is what I expect with a character focused on memory loss. I hope this kind of strategy continues on.
2. I felt slightly confused when I let the indigenous people take one of the party, and everyone seemed to dislike that. Why did they feel that way?
3. I felt like Jhorrick frequently has the choice of several snippy ways of speaking in conversation (which is fine), but the other person in the conversation appears to not care each time. I would personally take a little offense if someone spoke to me like that IRL, and I didn't see that while playing.
Very beautiful. I love the thought that we learned to sit with each other after death from fungi. All plants are descended from one plant that sat with a fungus to learn about the chemical ABA, without it, they would just leak all of their water out. We probably have learned something similar from fungi.