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Cleril

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A member registered Jan 23, 2016 · View creator page →

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Thank you!  I believe I found the one spot without an option to go back.  Updated with the fix.

The concept has merit but I feel the execution lacked.  Too much telling me how I should feel.  I couldn't suspend my disbelief when this post-apocalypse has a higher demand for a human bench than a human doctor.  The problem is that you want the reader to take the themes seriously with a premise that is too absurd.  Finally, I felt it overstayed its welcome.  I got the idea but you kept on giving it.

Two stars because at least I got to kill you for what you've done.

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Loved it.  I'm only disappointed in the ending.  I know that the intruders are not real and I wish they actually were.  "You were right to be worried."  That would've been a better ending, a subversion, and still tied into the theme.  In my opinion, at least.  Even better if the "good" ending still had someone breaking in too.

The ambiguity of the ending can be argued what is real and what isn't but the theme sullies that ambiguity.  There's no real weight to your supposed death because of it.

Love the concept, wish the execution was more showing than telling.  Once I caught onto what was happening there was little left to explore.  The message is clear but it is only the message.  There is nothing substantive to attach that message to.  The prose is entirely prescriptive rather than descriptive.

A few lines left me confused.  Cotton head didn't seem accurate for suffocating.  Slut.  Hole. etc. had me confused who I was having sex with exactly.  Little things like that took me out of the experience.

Thank you for playing!  I can understand that sentiment.  I agree that shocking content should (mostly) be meaningful past itself. I deliberately locked the scope down so I could really do the concept of combining transformations justice.  I'm very familiar with scope creep and avoided it entirely.

If you want less focus on body horror and more focus on story you can try Human Interview Subject: 003 https://cleril.itch.io/human-interview-subject-003

Gotcha, let me know if it works.  There's not much I do with twine besides hit the "go" button.  Hope you enjoy!

Too short for its own good.  Good proof of concept.  With a little more restraint of the effects it could punch even higher.  The gameplay could even be sifting through the madness to find choices, which you seemingly did at least once here.

Added.  Just curious why you'd need to download it?  Only thing I can think of is mobile devices as I'm not sure how usable itch browser games are on mobile.

Maybe too much telling instead of showing in the intro but it was nicely paced.  The background should be darker as the font clashes with the image in the background.  Good use of images with the writing.  I'm definitely going to need an answer as to why the mech was given the ability to think but not speak or otherwise communicate with the pilot.

Firstly, good coding, and readability.  The UI is clean and easy to navigate.  The battles however were not.  I found myself quickly bored with the amount of missing and dodging.  My personal perspective is that no RPG should have missing or dodging as it just prolongs game time without adding much.  I'd rather deal 1 damage than 0 damage especially for multiple turns in a row.

XCOM uses a system where every time you miss the dice roll nudges a little to favor the player.  I don't know if that's implemented but it should be as I probably hit once out of 8 attempts which needless say isn't fun.

I also wouldn't have minded some more flavor text tied with the battles.  Seemed to be just a number crunching exercise but with some of the numbers invisible.  I actually initially conceived of a similar system for my game Mercenary but my approach was on story telling and not on combat.  That is, you'd pick weapons, and the writing would change to reflect what weapon loadout you had.  I quickly realized this becomes an astronomical amount of work so I understand why you avoided too much of that.

I didn't test it but seemingly you can pick strange combinations like archery and swords.  In my original concept for a system, I divided weapons by how many hands they used and would block off illogical combinations.  It's up to you if you wanted to consider that but it's something I did.

Ultimately, a neat system you made.  Just not any fun for me due to lack of story.  Feels like it could use some fun writing to wrap around the package.

Thank you so much!  Mercenary is still in development as my long-term project.  I expect it to double in size before it is considered finished.  I just released a short interactive fiction called Human Interview:  https://cleril.itch.io/human-interview-subject-003

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Interesting concept.  I feel it would be better if the gap between those without the disorder was bridged.  The game helped me understand the experience but not know the experience.  It felt more like reading a medical textbook than a story.

More immersive descriptions of the world around and within would have helped.  Having a character begin their journey into the disorder would help bridge that gap I speak of.

Example:  What does it feel like to be outside of yourself?  It didn't feel different in the story being outside or inside.

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Move straight down so you are at the edge facing south, press enter.  The goal of these puzzles is to get your double to the crystal and then press enter.  If for some reason something breaks you should be able to return to Haeven (the hub area) and return to the room resetting everything.

I believe the game does check where your double is located before solving the puzzle so you do need the double in the right position.

Thanks Norbez!  Honored to have a fan.

Peekaboo was made 9 years ago so considering that I'm impressed people still find it neat.  I was 15 years old at the time.

Wow, thank you!  I don't expect to get much attention at this point but it is a pleasure when it happens.  I am actually currently replacing all the music so that I can consider a release on Steam (and put an optional payment on itch.io).  Legally speaking there is licensing issues with the music currently used (course no money involved so nobody cares).  The writing was actually completely rewritten about a year ago I think so you're reading the second draft.

I get a lot of variance on feedback for the art.  Frankly a lot of it was "cheating" by painting over reference photos and altering things from the photo as to avoid copyright.  The art was done years ago back in my first year of college (about 6 years now).

If you'd like a slightly more modern title I made (more or less at the same time as this one) I recommend Haven, which is in the summer steam sale for 49 cents right now: http://store.steampowered.com/...

And I am making a new game in my spare time (these are all passion projects to me) called Duel, an RPG in a gladiator setting without levels, XP, magic, or healing to name a few unique things about it.