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Keeping the Summer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story / Writing | #9 | 3.803 | 4.190 |
| Concept | #13 | 3.889 | 4.286 |
| Use of LGBTQ+ Themes | #16 | 3.327 | 3.667 |
| Visuals | #23 | 3.760 | 4.143 |
| Audio / Music | #29 | 2.982 | 3.286 |
| Gameplay | #29 | 2.722 | 3.000 |
| Overall | #29 | 3.025 | 3.333 |
| Balance (Challenge & Fairness) | #30 | 2.506 | 2.762 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
AngryCow, junejijo, Mollyco, Misabiko, IcedLemon, Jade, BreadMaster, Chears, Hippppo, Carnel
Streaming Permission
Yes
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Comments
I really enjoyed the level of polish all around in this game! The music, visuals, and writing are all doing something incredible.
The visuals caught my attention right away. The UI looks incredibly nice, and the HUD is easy to read. The typography gives it a very Gensokyo-core personality
Aside from that, the scenery has fine details that clearly have a lot of thought put into them. For example, at Misty Lake, the mountain in the background is very strikingly in the middle. At the forest, there's distinct sides and various finer details (ex: shrooms, pathways), all of which make it feel alive even when nobody's on-screen. To add to what's already there, perhaps there could be different shading levels depending on the time of day - especially in the sky.
More generally, the black-and-white scenery and mostly monochrome characters makes for an interesting style. The characters in particular get a lot of personality brought out by their color placement. It reminds me a little bit of Death Note, now that I think about it - and of course it stands out!
The variety of music also does a lot for similar reasons. I appreciate the reuse and the new songs alike.
(^∇^)
Lastly, I'm very fascinated by how much is going on in the writing. What I saw so far (as of the last rating day) already makes the setting feel very natural and lived in. On the other hand, given the scenario, it helps to be able to skip through what's been explored already (ex: due to forgetting, or to experiment with other pre-existing conditions in the day). I especially enjoyed how much Mizuchi's dialect stands out; it's not often that we get an anti-hero protagonist.
There's no rush at all, but I'm looking forward to seeing the rest when the updates are complete!
Thanks for the kind words, Auburn!
We are testing the last of our major changes and hoping to release the full project soon.
Waited till this game was out of progress to play it, and after playing it for more than a hour, i had a fun time. I have a lot of issues with the game, like keeping tracks of details is a pain, not knowing what is a small quest and what isn't, lack of hints, and more. I may be dumb or overlooking something so I could've missed a thing or two, but i'm only missing two of those skulls and i'm just scratching my head at what to do since anything I do simply leads to a restart and trying the next best thing.
I liked the writing, although the (avoiding spoilers) main threat has like barely any impact on our mc besides annoying them, I did get hooked in wanting to find out the specifics and what could possibly be the cause of it. It's more so a mystery than actual stakes. I found the art to be cute and charm, especially with Mizuchi's face sprites. Honestly I found it fun, yeah it's got its flaws, but it still has enjoyable parts that kept me playing and smiling at times. Good game, very much worth the wait.
As the primary writer, I appreciate hearing your feedback about how much you enjoyed the world-building.
We made the UI with the initial idea of providing a log/hint system but various issues prevented us from doing so. We're working on a post-Jam patch to put this in and also make the puzzles a little easier by improving our signposting.
Thank you for the kind words!
I feel like I'm guessing most of the time, and the lack of a journal to keep track of important details or how events will turn out after I've encountered them at least once would be a very helpful QoL feature. An options menu to adjust sound settings at least would also be nice.
But above all else, I feel the game lacks a motivation for its main objective. Outer Wilds, which I'm guessing is the main inspiration here, has the sun exploding on you at the end of a loop. Similarly, Majora's Mask has the impending moon crash. The Forgotten City also threatens the player with death/petrification if they make grievous mistake.
What I'm getting to is that, time loop games generally give the player a very clear reason to figure out their mysteries, be it the reason for time looping itself, or just persisting the loop ourselves until we stop or circumvent the "imminent doom" part at least. It's an easy way to immerse the player into the role.
This narrative doesn't clearly do that, so I don't feel particularly motivated to resolve the problem. So instead, I find myself trying to solve the smaller problems, but I can barely make any progress on any of them because I'm supposed to do them in a specific order, at least from what I can see.
In summary, I feel it was a major flaw in the process of making the game that a major visible threat to the player (Mizuchi)'s existence wasn't included from the beginning. Even if it is a bit cliched or forced. I was thinking something like, Reimu suddenly deciding to "Fortune Teller" Mizuchi at midnight could work, or someone else if you happen to be possessing her at the time (or not? It could be a major twist if the perpertrator wasn't who we thought it was)
This isn't to say I don't see myself replaying this. Despite all my searching, I couldn't find where KogaBanki was, and I couldn't resolve whatever issue there was with Mokou and Keine, even though I had a hunch what it was. Those are my main motivations to replay the game next time it gets a (major) update.
To end this review on a positive note, I do think the writing is top-notch and the art is very well-made.
A journal to keep track of important information the player has gathered was a planned feature from day 1. However, we completely ran over our time getting core game systems going and it is still on the ToDo list, if we can manage it.
As for the lack of motivation, you are correct that a game needs to give the player a reason to investigate. But our intent in the writing was that "Being Stuck in a Time Loop" itself is itself an existential threat to Mizuchi. We didn't feel any further threat was necessary to get her motivated to action. The movie Groundhog Day is based on the same problem, after all.
Besides that, thanks for playing. I am sad to report KogaBanki was something our cover artist Hippppo just wanted to add and they are not planned inclusions in the game proper. Something about Keine and Mokou, though, you can discover.
I was, and still am, a bit confused. Since it says Work in Progress, I didn't know if people were supposed to try it and rate it yet.
Since I saw a dev active in other games ratings, and it already has ratings, I decided to play it for a bit and give a rating, although it seems to still be quite incomplete.
If an update happens I'll revisit.
Hello Stelly,
We have a beatable version exporting momentarily. Thank you for your patience!