thank you so very much, both for playing and for taking the time to leave this lovely comment! and for letting me know about the problem in the first room - woops. i definitely want to go back and either fix that or make it clear where to go through tile or colour choice. thank you again!
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heya, love this tool! unfortunately when I attempt to share an animation using the in-program tool, I see this:
the problem persists even when I use the app on my desktop. changing the image scale doesn't seem to make a difference either.
wanted to let you know!
struggling with the gorgeous underwater segment. i keep just missing with my rope placement. i want to see the other siiiiiide
edit: for future adventurers, it turns out you don't need the rope to get there! swinging might actually be impossible for that. just walk on the wooden beams.
edit edit: thank you for this salamander jerky simulator
incredibly effective at evoking fatigue, unease, fear, and hopelessness. i found the way you later on took advantage of the player taking sprites as their goal for granted particularly disorienting (and therefore engaging)!
i love how well the visual aspects fit the subject matter! the thought bubbles in the first room, the transition to the second room with its colour shift and push sideways blew my mind, the hourglass room... and of course writing i could relate to.
just a really neat experience all around
this game was what i expected, and yet not. intense, heavy and pulsing. a kaleidoscope of screaming hatred and wriggling flesh. it moved me to tears, because i know the feeling it conveys well. and because what it showed me, reflected back, was grotesque.
i doubt it was intended, but this game inspires me to want to live.
thanks a bunch! i actually have a lot more ideas. this concept gels well with the way i think. it's great especially for a magical realist story, which is what i'm aiming for with the full thing
perfectly encapsulates specific Gender Feelings through clever phrases and evocative imagery. thank you for making this. i've a feeling i'll make use of some of this vocabulary in my own journey
beautiful tiles and beautiful use of them - the way you used exits a couple of steps into the barrage of rooms passed through when climbing really made me stop and marvel. perfectly encapsulated the feelings of endless curiosity, aimlessness, and - dare i say it - disconnection
that said, i still enjoyed all of the game that i was able to experience! the lighting on everything was beautiful, as were so many other aspects of the visual design - the terrace with its punctuation marks of white flowers in the darkness, the walls overlaid with Nikki's drawings after her first encounter with the ghost, and of course, the ending. i look forward to whatever you go on to make.