Yesterday morning my aged, heart-failing cat was euthanized. This game made accepting it ever so slightly easier. Thanks.
VioletCLM
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It's a cute Celeste clone with some overly slippery jumps, but I can't handle Jungle-6. That much backtracking, requiring so much precise movement over so long a period (around a minute and a half?) just isn't fun at all. Some of your students, I'm afraid, are better at this than others. The little bits of dialog at certain spots in the levels is a neat engine touch, though.
I don't think the parody names are useful, because readers either a) recognize the shows just as they would have if the names hadn't been changed or b) don't recognize the shows and are unable to google them. But otherwise this felt like a very unique idea for a story, wide-ranging and well-executed, emphasizing that people can disagree but get along and even enjoy the disagreements.
The hazard of having so few testers on a puzzle game is there are bound to be alternate solutions that don't get caught. By the end of the game it felt like 50-50 odds that a level would be beatable without using all the pieces, even while getting the emblems... even 4-24 and 4-25 had easier solutions. Also the very frequent Custom([file_write,stderr]) crashes were a bother, though fortunately they never lost me any progress. But when it's working, it's working well. Good readable graphics and good commitment to a single moveset. I had fun 105%ing this.
Maybe playing this at 2am just made everything hit harder, but this felt really powerful. Numbness was a good metaphor for getting used to loneliness, especially as part of the broader temperature metaphor. It was nice to see the main character constantly realizing things about herself. I'm not convinced the final sequence with the hospitalization and timeskip was really necessary though.
is that some are inevitably much harder to dodge than others, so the difference between a successful run and a failed run feels less like it was the player doing well and more like the player randomly not having to work as hard that time.
Interesting game though, I was expecting something more like Run Gun Jump Gun but the holes didn't end up mattering much for most of the game. Really effective illustration of how much a single game can progress in difficulty. The "secret characters" were cute additions.
This is very cool! I'm always a fan of getting a lot of mileage out of a small play area and/or set of pieces, and this does both with aplomb. If I had one suggestion it would be that in levels 7 and 8, I had to switch colors so frantically it was easy to lose track of which walls were or weren't solid: maybe if unsolid walls could be partially darkened, like half-black-half-orange? Otherwise everything was nice and cleanly conveyed. :)
I've played a lot of racial justice bundle games at this point but WitchWay is one of my favorites, it's so clever setting up lots of different puzzles with the same set of mechanics, to the point I can understand if you don't feel there's really any more ground to be explored in this vein. Thanks for making such a charming time, I've recommended it to a few other people.
It's neat to see another game in the same genre as Wunderling! Not as much polish, but the different powerups were a good idea that added a lot of variety and new things to pay attention to. I did think the final level was way too long, though, past the point of what I was willing to play through again each time I missed a single fish if I was aiming for perfection in that level like every other. And the parallax speeds in the castle didn't seem to make sense. But mostly this was a rewarding and fairly unique experience.
This was an interesting departure from most multiroute VNs... we get accustomed to all routes ending just about as well as one another, plus maybe one True Ending which somehow fixes all the problems in all the others. This game is more complicated. I'm not genuinely sure how I feel about this particular execution but I enjoyed having a different experience than what I expected, to give me something to think about in future. Also, the grandpa scenes were a nice and touching thing to include.
Ultimately I think I'm not on board with the models of romance this game had to offer. Three guys who ranged from disrespecting to actively disliking the heroine, and a fourth who was a young child she was in a position of power over. I made it to the end of one of the routes, which was very long, but there weren't enough chances for her to be happy without everyone tearing into her all the time as an easy target. I generally enjoyed the very round graphics with their faint gradients and shading, though.
I played this a few months back and remember thinking it was nice but not varied enough to keep my interest. There are an admirable number of options of board size, etc., but none of them make a huge difference to the core gameplay, which is what I didn't fully connect with. Also the controls took a little more work than I expected in some way. But the presentation and such is generally great, even if not for me personally.