Play Furry Visual Novel
The Tale of Drac de Na Coca's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Implementation of Theme | #22 | 3.354 | 3.957 |
| Story | #35 | 2.875 | 3.391 |
| Writing | #35 | 2.801 | 3.304 |
| Creativity | #36 | 2.801 | 3.304 |
| Presentation | #39 | 2.617 | 3.087 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What is the name of your wolf/wolfess/wolves?
Oriol
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Even if it happens to be generic in structure, it's written well - the presentation, though, I thought was a bit lacking. The music is great, but the lack of expressions hurt...
The first half is lighthearted. Like going on a nice walk with too many limbs, so it takes longer. We get flashbacks, but I got a dark feeling. There were some other dark, humid feelings later in the half, but it made for a great lunch.
The second half is much more serious. Depending on how cowardly you are, you'll either get a terrible ending or a terrible ending or a terrible ending.
It's very real in contrast to the first half, and I greatly enjoyed it; real, grounded. The problem is that I got a dark feeling from the flashbacks, but it was only because I felt it being at all was doing that. If I didn't do that, it'd mean the first half wasn't setting it up... wait...
The two are at odds...
I loved reading this novel, but it wants to be pulled in both directions until it can go any farther. It's straining to love the earth.
I hope to see you again soon!
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
Presentation issues seem to be the through line. Yeah, I struggled with it. My artists didn't have enough time, scope management was more a suggestion to us.
The intent was for the first half and second half to have a much smoother transition, though that didn't quite play out. My own fault for slamming the breaks on too quickly with it.
I am however glad you enjoyed the second half. I'll admit I think that's where a lot of my focus went.
Thank you for playing, and I will 100% check out yours now that I actually have time again
In a jam full of DND-related stories, The Tale of Drac de Na Coca surprises by… not being that, in spite of really, really feeling as though it ought to be. More than anything, the first half of this feels like a DND campaign to me - the meandering over seemingly pointless conversations, the traditional party composition, and the very blatant eldritch blast references. Honestly, when the story got to the more serious bits, I found myself getting somewhat surprised by the lethality of it all, given just how decidedly non-lethal DND tends to be what with the omnipresence of healers and whatnot.
The first half is slow, and it feels somewhat in conflict with the more grim latter half, but I can certainly buy it as a representations of the characters sort of ‘repressing’ anxieties relating to the looming disaster of the fight with the dragon. And I think it does do a good job of representing that disaster - both in the leadup at the camp, and during the moment-to-moment action of it all. At the end of the day, after spending a good couple thousand words getting to know these characters, it certainly does feel sad to see what occurs - even in the happier endings.
That said, I do think the beginning half is the story’s weaker half - it feels like a somewhat arbitrary collection of conversations - you get the conversation to introduce the MC, then the scene to introduce the My Wolf, then the rest of the party members, etc… The flashbacks felt especially out of place, and I’m ultimately left wondering if a more natural way of providing these introductions could have helped bridge the gap between the story’s two halves - to provide more hints towards the impending doom of the characters, or maybe to better introduce the ‘secondary adventurers’ who show up in all of the endings.
Speaking of endings - I really liked them all! Both the ‘bad’ ending and both good(ish) endings were quite effective (though I’ll admit that I didn’t really understand how the choice of sticking with the bard mattered all that much in the grand scheme of things given what was going on), to the point where I felt compelled to check out all three - and I greatly enjoyed doing so. At the end of the day though, I’m still left with the feeling that if both halves of this story were better bridged together, then it could have been even better.
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
Have to agree that the first half is weaker. Yeah. I struggled to work out exactly where to start things off. The flashbacks in hindsight do especially feel iffy looking back. I could have probably found a way to make it way more natrual. The original plan was for all the flashbacks to be done in a campfire scene that would serve as the stories first half, the group telling tales to try to calm themselves down as they prepare to face Coca.
I said in a comment earlier that the contrast was meant to be my intent, though I did it way too fast. Essentially I wanted it to start like a normal DnD game, With heros going out to do what heros do. In my mind however, I've always liked stories where good can only come from sacrifice, or even just kinda downer endings in general. Pretty sure that's just me being English ngl.
to quote myself from another comment "As for the difference between the two good endings. My intent, was to imply that if you went back to help Valenti you would gain an ally for that step longer, to actually give you more of a gap to preform the ritual. Meanwhile when you sacrifice him, the pair become catatonic and it doesn't really buy you any time. Maybe a little convoluted and by the time I got to making my second pass at that segment, I was sadly pretty busy. "
But, all in all thanks for playing and I am glad you enjoyed.
This starts off being a standard epic adventure tale. I can't say much that's bad about it, really, other than the fact that it does little to break the mold. It probably doesn't need to, this was still enjoyable enough to read as is. One does have to wonder how much folklore it actually represents when it reads very much like a standard DnD campaign, down to the warlocks and dragonborns and what have you, but it does have enough Spanish inspirations where I can accept a merger of the two genres. The sprites also could be better, as their lack of expressions do bog down the experience a little bit. It's a bit of a shame though, since I could tell the writing attempted to give the characters a lot of life, and it probably would have been more successful if it had been given more time than the jam allowed. Regardless, the adventuring party is enjoyable enough to read about. Personally, I think the fact that they're already in established relationships takes a bit of romantic thrill out of the story, but it was never going to be the point anyways. At least there's a sex scene, which... is just fine, without the accompanying CGs. What's worthy of being focused on, however, is definitely the latter end of the VN, with its multiple routes and variations. I was pleasantly surprised by the multiple endings going on for as long as they did. I think that part did a great job at expanding the lore of Palmensis. There were also several great emotional moments throughout the story, such as everyone's deaths (in the good ending, which I hesitate to even call a good ending). The story might have lacked that little bit of spice to make it stand out, but it still built up quite well to a very satisfying conclusion. A solid fantasy entry in this jam.
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
So, you kinda hit the nail on the head. Its only really based on the tale of the Dragon of Palma in the sense that used the name, and its a Dragon and he was a bit of a dick, everything else is my own mind.
Presentation, yeah. We planned for more sprites, we planned for CG's, we planned for the moon and missed the mark. Essentially me and my artist had a lot of obligations in may. They had exams, and I had work and family matters, and we both had Confuzzled.
I'll admit that I am VERY new to writing romance, and even sex (Outside of a fetish capacity.) We did plan originally to have CG's for the sex, but again, god laughed at those plans apparently.
Thank you for playing, and leaving the comment. It is deeply appreciated.
This is mostly good, really, but is dragged down by a few issues. The writing is mostly competent with some mistakes here and there. Some scenes drag on a bit, notably in the first half and the endings a bit too. The main characters are well fleshed out and interesting, however it takes too long to really understand their quest: the threat posed by Coca remains vague for too long. I like the different endings, how you establish that Coca is very dangerous and deliver on it. The choice of leaving Valenti or not feels a bit hollow though, since you end up doing it a bit later anyway if you choose to help him.
On the presentation side, the new sprites are nice, but lacking in expression. Coca feels like he should be bigger based on descriptions. The backgrounds were well chosen. The visual effects accompanying the patron talking are cool, but the green text is a bit too hard to read. Also, the tentacles don’t always appear. The music is really good, and sound effects are used judiciously. Too bad about the neverending footsteps…
The folklore theme is mostly Drac de na Coca himself, with a smattering of other stuff with the patron and magic. Too bad the wikipedia article only exist in catalan.^^
Overall, I said a lot about the flaws but I did like reading this VN. Good job!
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
Yeah, I've been saying this as I've been going along. My presentation I agree really let me down. Sadly I bit off more than I could expect my team to do given their situations, and paid the price. And yeah, I REALLY didn't establish Coca well enough. My intent was to have it flow naturally because everyone should know why they are going up the mountain in the story, but that doesn't really work in a narrative like this. I'd say that's probably a hold over from my RP days.
I am going to have nightmares about the footsteps. I think it might have been a sound channel issue but in my latest test I can literally see where it says stop and for some reason it doesn't. Coding remains mystical to me.
Thank you for playing, and I am very glad you enjoyed.
This one's... weird. First off, the art and character designs are good, but I do find the lack of character expressions to hinder the game's presentation. Speaking of presentation, there's an audio issue where the footsteps sound effect will keep playing even when the party isn't walking. You can fix this by saving and quitting the game, but it's still annoying to deal with. Outside of that, the music's quite good. I'm a sucker for songs that use a Spanish guitar, and this one has it in spades. The writing's also pretty competent, with flowery (Sorry if you're a Deltarune fan) prose that doesn't overstay its welcome.
I'd divide this VN into two parts, with the divide happening somewhere after the sex scene. The first part is enjoyable if a little generic. It's a basic DnD party adventuring to defeat the evil entity (dragon in this case). The characters are pretty interesting and likable and have good chemistry with each other. Oriol is an endearing knight, while Valenti is very fun. The tone, while not cheerful, also felt like a bunch of friends just shooting the shit while adventuring. It's overall a fun ride.
Now the second half. I will get into spoiler territory, so I will put it in its own section. So, read at your own discretion.
Overall, this was an interesting read, but I think the sum of the two halves leaves a bit to be desired. Hopefully you find this feedback useful for your future projects. Thank you for the VN!
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
So the mismatch came about when I realized I wrote WAY too much. My initial plan was for it to start in a happy go lucky adventure, but slowly the characters realize that, yeah, they probably won't actually come back from this. That slow descent was my aim, think how soldiers in the first world war went in energized and optimistic only to have that shattered, but I can see where I missed the mark in actually doing that. Again, a common thread in all my replies. I have 0 scope management.
As for the difference between the two good endings. My intent, was to imply that if you went back to help Valenti you would gain an ally for that step longer, to actually give you more of a gap to preform the ritual. Meanwhile when you sacrifice him, the pair become catatonic and it doesn't really buy you any time. Maybe a little convoluted and by the time I got to making my second pass at that segment, I was sadly pretty busy.
All in all, I'm glad you enjoyed bits, thanks for playing.
Well, you did a great job, all things considered. As I said, you can always make work that fixes issues in your past work. Scope management is an important skill that you should get good at sooner rather than later. I know all too well about having to bite more than you can chew, so it’s not something you should ignore. Good luck with your future projects!
Unique, well written story, kept with the theme, with wonderful characters. All bad endings, I didn't like, that.
Heya, sorry to hear you didn't like that. Personally I'm a sucker for "bad" ending so, different strokes for different folks.
'The Tale of Drac da Na Coca' is a fantasy adventure story, told through the lens of a DnD campaign and the flavor of Spanish folklore. I think what really appeals to me about this entry is the abundance of the Spanish culture imbued in the visual novel. From the little touches of Spanish traditions, the terms of endearment used, and the aesthetic flair, it does a great job of putting it's viewpoint front and center, and showing of all the small moments that this adventuring party has.
The story is fairly straight-forward DnD fair, an evil dragon is planning to brainwash the city and a group of adventurers bands up to go stop the ritual. You have the party members, the warlock, who is compelled to go on his patron's orders. The paladin who goes as a warrior of good and light, wanting to stop the evil dragon on principal. The bard and the rogue, who each have their own code of honor to put their lives on the line for the defeat of the dragon. There's the march up the mountain, the camp, the ambush, the calm before the storm, the infiltration, and the final battle. It follows the logical progression, even taking the time to flash back to how the group all met in the first place, as well as pair up in their romantic ships. The visual novel actually has choices, where you can get bad, neutral and technically good ends! Sure, they're based on whether or not you follow the script of the hero or turn tail and run like cowards, but the fact that the bad ends actually exist and really take the time to hammer in how badly you fucked up, by making your potential new life a hollow one, and still getting controlled by the dragon in the end is so good in leaning into the bad end. The good end, while technically a good end, is more of a tragic heroism, as while you're able to prevent the major catastrophe, you end up sacrificing your lives in order to do it. At least you got to have one final romp in the tent and the city puts up a mural and statue in the town to remember you by, and the tales of your heroism inspire others to do the same. Nothing too cheesy and sweet, which some folks like the bittersweet endings or the ones where not everything works out in the end. Mature. That said, I did feel like there wasn't a lot of plot momentum, and it tended to meander a bit. The walk up the mountain was slow, we get two separate flashbacks, a scene to set up camp, a scene to fight a guy, a sex scene, a slice-of-life scene with breakfast, the final action sequence scene, and then a scene with two townsfolk that we suddenly focus on in the epilogue. Remember that each scene should set up the next scene, and try to focus on the details that are either going to give more context or are answering a question that the plot has presented. Like, for the flashback scenes, we already know that the characters are all friends and companions, so needing to see how they met is a little redundant, however entertaining they are. Consider trying to utilize those flashbacks as ways to also support the main plot, like, more information about the dragon instead of having the players talk about it for the reader's sake.
The presentation is really fun. I dig the character designs for the sprites of the heroes, very good at conveying what classes they were. The way the text was manipulated for emphasis in certain ways, the way the screen would darken when the warlock patron would talk was always fun, and even all the little animations that the sprites did helped to immerse the reader more. There was even the inclusion of the axolotl knight from the pre-rendered sprites, but you re-drew it in your style for consistency, very fun. Plus the backgrounds being mainly self-taken I assume, as you were hiking is such a fun personal touch, that while at first it took a while to get used to it, actually gave it a distinct sense of area and mood. The writing did start to feel a little bit mechanical as it was going through the motions of describing the action scenes and how everything is filtered through Robert's (the main guy warlock) perspective. The dialog and banter was top notch through, as each character had their own personality, and there were some funny lines in there to liven up what was otherwise a pretty tragic story. There were a few technical issues, stuff like names not fitting in the name box, some of the darker green text being tough to read, and the two bad endings having some error in their code that doesn't hit the epilogue or something. Did I mention the great audio and music direction? It also really gave a great Spanish flair to it.
As for folklore, it's always fun to learn about interesting myths and legends, and then adapting that to a DnD campaign feels like the prescribed route to take for this kind of game jam. I won't fault it for doing so, since the jam invites it, so I'll say that it does the genre right by leaning into portraying it as the story, rather than as everyone playing the game which is the story (it was the angle I took in my entry last year). I enjoyed the Spanish flavor to a DnD campaign, so I'd say that that part is pretty creative.
I want to say that the overall theme trying to be expressed in this story is the sort of classic "face your fears, because if you don't you'll regret it more if you ran away." Part of me wonders if having the bad endings be the routes where you survive with your wolf would feel worse if you ended up with survivor's guilt, as not only did Robert have to mind control his wolf, but the city still fell to corruption, and he would have to live with that hollow victory. That being said, I thought the team that put this together did a great job for a first time entry. Lots of character moments, some real stakes, and while I don't think any of them had a particular character arc, it's still good to read about heroes doing heroic things. For a first time go at a visual novel, this is really good stuff especially with the time constraints. I'm sure in the next one, you'll start seeing all the little things you can do to up the polish.
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
I can only say that I agree with your first segment. Yeah. I may have dove too much into flashbacks and character banter, and missed out on a lot of characterization of the BBEG. My initial document even noted this saying that I never really established a lot of their motivations, and you kinda come away knowing so little about them. In a larger project yeah, I'd have done both but yeah I feel like you are right in saying that I should have put my focus there.
Presentation was probably where I struggled the most. As a team we had pretty limited time, I had work and my artists had exams at the end of the month, and we both had Confuzzled to go to. So we ended up missing out on a lot of CG's and Sprites. The initial plan had 2 sprites per character with expressions, and a few CG's. However it just became not practical in around the 23 odd days we had. As I said in one of the comments below, my fault as the creator for not properly doing scope management. This was the first time I've coded in over a decade, and that was in Scratch, so I was very much learning by doing. I still have nightmares about how finicky I was finding the text box and name tag sizes. My initial idea was to have a colored name tag, and the name itself be in white, however after 3 solid days of trying that, I decided that I just didn't have the skills to do that at this time, and made what I did as a compromise.
Glad to hear you enjoyed the Spanish stuff., although I aimed slightly more at Catalan in particular given the region. So a lot of the names, they were helped by Umber, who is actually from Mallorca, where a lot of the folkelore was taken from. That said, MAN I went far off from the original tale. Re-imagining for sure.
As for your final note. Honestly. I think you might have been right. I went into this writing backwards, so I made each ending first. My main theme was actually the idea that sometimes we will need to do things that we'll never see the benefit for, even if it costs us. Perhaps fatalistically, I went in fully intending there to be no ending where everyone gets to live and things work out. That being said, as you said I think if there was an ending where you got away, you see that everything you loved is now gone, and maybe Oriel leaves you after you release him, would have been the better leave ending.
Thank you so much for playing, and your review. I hope to take part in the Next Maywolf, and hopefully be way less busy so I can actually review the others in time.
I am a little embarrassed to admit that I did not realize it was the Dragon of Palma until we got to the actual dragon of Palma.
I think this is something to be proud of, making a game in the course of a month, but ultimately it leaves me wanting. It seems like it's an ambitious goal for the amount of time you had. The writing is charming, but needs a second pass. The combination of dnd classes and the og folktale I think kind of robs either of their identity. The biggest place the game suffers is in the art, and the presentation. The designs are charming, and the choreography does it best to makeup for it, but each sprite only has... one sprite. they're locked in a single expression, which is just absolutely fatal. The visual aspect of visual novels is huge, and the lack of CGs and sprite variation really puts a hamper on things. It ends up feeling tired and monotonous, especially with all the backgrounds being relatively dull desert colors for most of the game, followed by more dull color interiors. The lack of visual diversity starts to wear after awhile, especially when combined with the presentation. I assume it's coding errors, I know nothing about coding, so I can't recommend fixes, or claim to have done better, but oh my god the walking sfx gets pretty old even when it's supposed to be playing... and then... it just keeps going... forever.
It's not something to be ashamed of, this is only my second jam, and in both I've also definitely felt the "here's where the limitations are vs. the expectations I had," and it's been a learning experience both times. But in this case it's especially important to bear in mind what makes good visual novels good, and to make sure to prioritize incorporating them instead of shooting for the moon and going way off base.
Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.
Yeah, going into this I kinda knew art was going to be my biggest issue. As a team we had one artist and they sadly had exams. The intent was to have at least 2 expressions per sprite, yet we ended up just not having the time. My own fault as the creator for trying to add in more characters.
The SFX I honestly got so many mixed reports on from playtesters. Some were saying they didn't work, and then in the release they overplayed. It was BEYOND infuriating. I just didn't have time with Confuzzled to actually go back and fix them.
Yeah, I'd agree. Scope management is fully something that got away from me. But I do thank you for playing. I hope to actually read yours now in return, at the very least, now that I actually have time.^^
THAT SOUNDS LIKE A LOT! I hope everything is okay, and I hope you keep making. I'm excited to see what you guys do in the future with an opening as promising and ambitious as this!
Evil mind control dragon 👁️
In this entry, the closer to the end it is, the better it gets. I love what the endings provide for the story, but the journey to get there is comparatively lacking in both presentation, plot and writing.
Implementation of Theme: Besides the Mallorcan folklore reference with plenty of liberties taken, here, it is also present in the two “good endings” where the ragtag group were built a statue in honor of, and basically in a sense becoming the subject of a folktale. In one of the good endings (leaving the pair behind), it also demonstrates that small actions even if resulting in failure, makes a difference. Oriol’s character backstory also reflects the theme, as (if i remember correctly), he was influenced into the role of a knight by listening to stories about them. Regardless, the presence of folklore in the story felt much more stapled on at the end rather than the centerpiece, and for the majority of the plot, we don’t really feel the folklore at all because of that. However, referencing a real folktale definitely gets the entry extra points.
Story: The best part of the story is at the end where we can feel the effects of the main cast’s choices and actions; However the journey to get there is quite contrived: plot points get created whenever relevant (the part about a former member being under na Coca); and the character backstory felt shoehorned in for no reason (it’s so we can empathize with the character more, but the way it was brought up is too inconsequential that it just stops the current story beat for something else). A lot of the setup was also told instead of shown, especially since the bard’s spreading of stories seem to be extremely relevant to the endings. Furthermore, I felt like the VN starts awfully close to the end of the journey, so I didn’t get enough time to really get invested in the characters, creating a sense of being dragged along in the story instead. Regarding worldbuilding, as it references real folklore, I have no comments regarding that. The magic system screams DnD, but I’m a non-DnD-er so I felt like I understood less than I should’ve (does that make me a boomer, at least I know about the patron thing right…). To be fair, the story might not have the necessary word count to properly explain the system, and it might also prove harmful to the story’s pacing so I don’t really mind it that much. The endings are…alright, but I’m a bit confused about the timeline for the choice of leaving/fighting the pair. In both instances, they end up running anyway, just at different times. Logically to me, this should mean if they left the pair earlier they should’ve had enough time to set up the magic but then leaving later means the better ending instead? Idk man.
Presentation: The presentation is also lackluster, with some audio staying way past its welcome (the walking sfx keeps haunting me). Sprites also seem to have no variation, leading to a monotonous feeling when reading the plot. In that same department, the backgrounds felt like there were barely any differences, especially the two or three bgs with the same desert-y feels, just with different angles. The lack of CG also proved detrimental to what the story wanted to convey, as the climax of the story doesn’t feel emphasized as much as the rest of the story (which is less important). (Btw, is the choice of using a menu for socials intentional?). Furthermore, as possum has pointed out, two of the endings return an error, this is due to the variable only being created in one of the endings, therefore if you play the other paths, the variable doesn’t exist to be checked.
Writing: Writing is also patchy in some places, there are lines that flow awkwardly and wrong sentence structure, several grammatical errors, missing commas, etc… The descriptions, especially towards the end, are pretty good with plenty of descriptions (and also make me love the pair in the endings more than the main cast).
Creativity: Hard to judge, but I’d give points for the liberties taken to shape the folklore into the story. Regarding the plot and characters, the plot is like a simple RPG quest (which we basically only get a snapshot at the end), and the characters mostly acts in line with the class that they are i guess? Still, there was an attempt to make each character unique by adding a few traits of their own, so I respect that.
Rating: 4 - 2 - 2 - 3 - 4
P.S So what ur saying is, if I go on an adventure I will either die like Lambert or get a HOT WOLF MEN LOVER???? SIGN ME IN I LIKE MY ODDS.
It honestly feels almost criminal to me that, at time of writing, we're four days into the review period and seemingly no one's touched this yet. There were some issues here and there, especially in presentation (and I'll get to that), but for a brand new team's first effort this was excellent.
Breaking things down further:
Implementation of Theme:
Yeah, sure. Requirement met, box checked, etc. I don't know anything about Mallorcan folklore and wouldn't have guessed this had any basis in real world legend if you hadn't said so, but even aside from that we have our quest to stop the dragon and our heroes themselves becoming the folklore as their tales are told through the town in the good and less good endings. I'm quite satisfied here.
Presentation:
Yeah let's get this one out of the way early because this area had some issues. Before I get to those, I want to acknowledge that there were still highlights in the presentation: the sprites you provided for the main cast, though limited, were well done and captured each of their respective personalities, and the music choices were all spot on. I especially appreciated the spicy battle theme. Love me some guitar-focused soundtracks.
Some of the effects were really well done here as well - I thought the purple fading into the screen as Robert is possessed in the bad ending (and maybe the mid one too?) was really effective and the first dragon roar kinda made me jump.
One big issue here is what I think are some missed "stop sound" cues. Very early on in the game, I had the footstep SFX continue all the way through the flashback to meeting Valenti and Roldan and back to camp. At that point I figured something was wrong, and saving, closing, and reloading fixed the issue, but it happened again with fire crackling SFX in the good ending route. Definitely something to look out for since that was quite annoying.
The bad and mid endings both throw an error - for the bad ending it's before the credits and for the mid it's after. Might want to double check your labels here. Also in the bad ending, there was a reference to fighting "Josep"? Maybe that was Lambert's name in a prior draft and accidentally made it through, otherwise I have no idea who that is.
There were quite a few proofreading errors throughout, at least one instance of text running outside the box in the mid route, and sometimes colored text could be hard to see with the transparent text box. This was especially true for name tags and Patron's lines in the bad ending (I'd guess this was supposed to happen to some extent to signify Patron's connection with Robert slipping, but it was really hard to make out and might be something to consider for accessibility purposes).
I know it's very difficult to produce a lot of assets during a jam, especially when you're still figuring out how the whole process works, but if you had more time, this would definitely benefit from more sprites with varied expressions as well as some CGs for key moments. Your writing for the sex scene was good, but it is a little awkward to just be staring at a static image of a tent the whole time, and if we got an image of Magdalena's mural that would've been a great coda to end the story on.
Story/Writing:
Based on some comments I've read on other entries, I'm a bit worried this VN starts a tad slow for others' tastes, but I generally thought this was really well done, with some of the best character work I've seen so far this jam. The banter feels genuine and natural with all of the main cast maintaining their distinct personalities instead of dissolving into generic quip slingers, and I bought that this was a party that actually cared for each other and had some chemistry.
I think introducing Patron right out the gate is a great hook that builds intrigue even when there's not much action happening on-screen. Even though the VN is on the longer side for a jam entry, every scene feels like it has a purpose and no scene really feels like its overstaying its welcome. Each scene feels like it's building on the characters and their relationships with each other, which makes their inevitable demise feel all the more tragic. Said demises also feel weighty and dramatic without slipping into melodrama, which is a difficult balance to achieve.
Writing felt pretty solid across the board, though there were times in action scenes where I lost a sense of where everyone was positioned, and this occurred at one point during the sex scene where I wasn't sure what position Robert and Oriol were supposed to be in.
For critiques, while it's always nice to see branching paths and player input, I'm not sure I feel about how the bad and mid endings were implemented.
Addressing the bad ending first, I just didn't buy that Robert would completely turn the way he did. Like, sure, he could have doubts and want to run away, but the shift into full psycho just didn't really seem in line with how the character had been portrayed to that point. Thankfully that branch was pretty short so it didn't linger long, but it felt a bit like having a bad ending just for the sake of having a bad ending.
My issue with the mid ending is more in the choice itself; we're giving the option of making the cold, logical decision to leave Valenti and Roldan behind to cover your advance or stay with Valenti despite his urging. First, it's something of a pet peeve of mine when stories have characters dawdle or argue when another character is sacrificing themselves to buy time because it's kind of wasting their sacrifice (a former partner pointed this out to me and I just can't unsee it now), and second, the difference between the two choices barely feels material for the massive effect it has on the outcome since even if you stay, you have to leave Valenti and Roldan almost immediately afterwards anyway. Like, if you choose to leave Valenti, you become a thrall until the B team can save the day, but if you leave Valenti two minutes later you win. To be honest, I didn't get much out of either of the alternate endings and I question how much they added to the experience.
For other minor gripes, I did feel like Na Coca's compound was ridiculously easy to get into compared to how Roldan described it in the previous scene. Like I don't even know why they had to use the ruse on the kobolds, I feel like any of the techniques they had used against Lambert would dispatch them before they had time to sound the alarm. For that matter, I'm not sure if Lambert was just supposed to be really good, but the party seem to be able to take down thralls much easier in the compound than they did in the first fight. Like, yeah they all eventually get overrun, but they take down quite a few and it took a coordinated 4v1 to beat Lambert.
Creativity:
It's still early and I have like 30 of these to go still, but I highly doubt I'm going to see Mallorcan folklore featured again. The plot itself is straightforward enough - fantasy RPG party goes on a quest to defeat the big bad and they get their bittersweet victory, but I think the way these characters were realized added a lot to the formula.
As stated above, for a first time effort, this really killed it, and I look forward to seeing what you can do with more time for polish. I will be watching your career with great interest.
Final score of 15 sick flamenco guitar riffs out of 12 perfectly fried panades.
Heya, firstly I want to say thank you for taking the time to read. it means the world really. An additional thanks for your feedback. You really went above and beyond with it. I'd address everything, but right now I am not in the headspace to do so with the respect it deserves. So, for now I'll latch onto the talk of CG's and additional sprites.
Yeah. That was the original plan. In fact the reason why it remains looking at the tent for so long is that I fully intended to go back in once we had the Cg's made. However, between attending a convention, Umber's study, and job, our original plan didn't pan out. It fully is in my mind the weakest point of the presentation outside of the issues with parts of my writing.
I'm not sure if we will return to this project to add in the CG's. Though when I have some more time off work I would like to fix some errors with the text, and tidy up the latter half. But you are 100% correct.
Again, I really do appreciate the feedback.