Thank you so much for playing, I'm pretty surprised to hear that you think so highly of it ^^!!
As per your playthrough's description, yeah, Milk Inside a Bag of Milk was a pretty big source of inspiration for the game's general feel, as well as various PC98/Denpa visual novels.
WhoButClaw
Creator of
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Thank you for playing!!
I’m glad you think the sound design sticks out, as I made each one with the idea that since there isn’t really any branching paths present in ANGELFACE to really immerse a reader, having good sound design would be a good way to do that without having to write anything extra to the narrative.
If there was one thing I think I could’ve done better, it was maybe humanizing ‘her’ a little more. In the end though, I think I still managed to do quite alright with the time I had.
This game's aesthetic and general feel are really cool -- it genuinely does read like a bunch of people chatting in forums during the time period it's trying to emulate. The mystery was interesting, though I do feel I may have definitely missed out on a few things.
Either way, I was easily immersed, and I carefully weighed each of my decisions to ensure no one got hurt. This game's just awesome.
I opened the door to the next train car, turned to face the door to check my HP when I got in ( it took maybe 3 seconds at most), and when I turned around, a mannequin was staring me straight in the face all up close and personal. I don't think I ever exited to the main menu faster in any other game.
I'm super excited to see where this game goes after the jam. It was genuinely creepy to go through each car and realize that each one was so completely different from the other.
I really, really like the art direction and atmosphere in here too; it's superb. Great work all around here!
I really wish this game were a little longer to fully sell the theme, but I enjoyed it nevertheless.
I quite like the fact that the 'horror' here wasn't quite a monster, but Mateo's inner conflict. The puzzles were fun to solve and didn't feel disruptive towards the overall vibe and message of the game. Good work!
I really enjoyed the premise of your game -- trying to have to remember what you *think* you look like is pretty neat, and the twist at the end was quite nice.
If you're up to it, here's my submission. Feel free to let me know what you think!
ANGELFACE by WhoButClaw
This game was pretty interesting. I don't think I completely grasped the story, and I might need a second playthrough to really get everything -- but I managed to enjoy this. I liked the puzzle, though it did give me a good run for my money. Thankfully, I figured it out after a couple of attempts. The gimmick of returning to the mirror to figure out what you *think* you look like was really cool! A small nitpick, but I do wish the dialogue boxes and menus were a little more intuitive, as they do feel a little clunky. Aside from that, this was a pretty solid experience.
This was a pretty solid game!
The art direction and use of the PS1 vertex shader add to the experience. I can't say the jumpscare got me, but the game's atmosphere did keep me on edge, despite there not being much besides the swamp ambience. Having the ability to stun her when she chases you is a great addition -- it makes you feel like you actually have a chance once the sequence starts and you're close enough to a bell. Thankfully, I never had to use it much.
Great job on this submission!
Thank you!!
Regarding your speculation, I wanted ANGELFACE to be a story in which you can still gather further details through subtext (whether it be characterization or setting) in subsequent reads that might not have stuck out on the first. Do with that information what you will.
In any case, I'm super glad you enjoyed it!!
This was pretty good!
Having to navigate through cramped stalls with limited movement created a strong sense of feeling closed in, which only made crawling away from the monster whenever it spotted you pretty intense. I practically yelled at myself to crawl faster when the sound cue for being spotted played, lol.
A little nitpick, but there's one part of the puzzle that led to your 'escape' that was a little bit of a headscratcher-what to do immediately after the first waterbottle use. I managed to figure it out after brute forcing it a little
Overall, I really enjoyed this game. It's got solid sound design, neat art direction, and pretty engaging gameplay.
The juxtaposition between the menu and the actual gameplay surprised me, but it was welcome.
The art style is visually appealing, and the use of SFX is quite effective.
The only thing I will say is that it probably wouldn't hurt to tone down the game's difficulty a couple of notches, as whenever a chase was initiated, it just felt like there was no actual way to outrun the monster, and you were forced to take the hit. This gets a little more frustrating when you realize that the spawns for the flower are random, so part of it feels inevitable. Maybe I just have a skill issue or something, though.
Overall, though, this was pretty fun despite how crazy challenging it was.
This was a solid demo, though I wish there were more to the gameplay... the mechanics of staying close to the light were pretty simple to understand, which is good at least. The art is good, and the sound design helped create a sense of atmosphere. I'm interested to see where this could go if it's given some more time to flesh out everything.
The art direction in this game has a really nice vibe! I really like this game's mechanics, but I wish they were explained a little more.
Most of what I did was just trial and error to try and understand them, but I still feel like I don't fully get it.
I also ended up running into a bug where the old man's dialogue kept popping up whenever I interacted with anything else.
Aside from that, I enjoyed this game.
This was a pretty cool game!
Having to search and hover over the photo to see what's actually going on underneath what the naked eye can see is a really neat mechanic. The game's story is really simple but leaves a lot out, which makes it feel way more eerie. I found the screamer at the end to be more funny than startling, but maybe that's just me. To sum it up, though, I enjoyed this game quite a bit, despite it being so short.
This was a fun read (or maybe not very fun depending on how you look at it)! The art was really nice on the eyes, and the music created a really nice sense of space for the Elysian field. The foreshadowing and imagery are really good as well. As of writing this post, I've only just caught on to what Daisy's swingset resembles after taking a closer look, which is a nice touch of environmental storytelling. The subtext was solid, with the field and Daisy's possessions seeming innocuous at first glance -- something childlike, as good examples.
However, I do think the story could benefit from slower pacing. The ending seemed to try to tell the reader things that would have ultimately served the story better if they were implied earlier, such as Andrew feeling at fault for what happened to Daisy. In addition, if there was another section of Andrew dreaming before the ending to really let the previous dreams' clues simmer a little more, the ending would have a stronger emotional weight and really tug a few heartstrings.
Overall, though, I really enjoyed reading through this. You all did very well with the time you were allotted for the jam!
I've never been one for detective stories or mysteries, but I enjoyed this game! The art is phenomenal, and the writing is solid. I do feel that there could have been a little more done with the story, as its plot does feel pretty simple. That's just a nitpick, though, as the story does what it's trying to do quite well. It's unfortunate that there isn't any audio, as it would have added to the experience, especially during the hiding section of the story.
In any case, great job to everyone who worked on this.
I wasn't sure what to expect going in, but I enjoyed it!
The art style reminds me of cartoon stock images, and it's kind of cute. The environmental storytelling with things being added after a couple of days was a nice touch. Going from what were basically small favors to literal death wishes was a little unsettling. I went straight to hell, of course, seeing as I didn't want to help just anyone.
This was really cool! The limited palette added to the unnerving nature of the story's presentation, and re-telling the events in a non-linear fashion made it fun to learn what was really happening underneath everything. I really, really wish it were longer to pace out the story a little better, and adding audio would be the real cherry on top.
Overall, excellent game!
