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eternalflowers

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A member registered Jun 11, 2020 · View creator page →

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surprisingly poignant. a lot of tenderness throughout with little context needed.

a landmark entry in the “men collector” franchise. i look forwards to the ‘men of Wo’ side scenario.

focusing on one character’s power and having everyone else spend their turns more or less setting them up.

awesome. that last battle was pretty tough… the way i play some turn based RPGs taken to the extreme as the intended strategy.

i liked the minor bits of acquiring spells across the world to give yourself tools making the last boss beatable.

i loved this… the extra time spent really paid off and shows in the final game.

it really feels like an intricate little puzzle box that you open up more and more with each secret and route you find. the additional dialogue and the rooms there just to add atmosphere elevated the experience a lot.

i haven’t found the hinted 0/0/0 route yet, and honestly, it may prove too hard for me, but good luck to those who try!

Okay, I really like what I see here. I’m already looking forwards to the full version. There’s a really good sense of omnipresent dread and tension built up since the start between trying to figure out Queen-T’s deal and the supernatural creeping in more and more overtly as time goes on.

Spoilers *,

The cg with the train was very creepy..! the headlight on the face of the train distorted into an eye? good work there. the time spent building up tension before that reveal was well worth it

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The game loads to a black screen, then after a few seconds, displays this error. I’m using Firefox. I’ll try other browsers to see if that works.

This version of the game doesn’t appear to be playable in browser, unfortunately…

excellent. there's an indescribable vibe here.. i'd like to watch the squiddle deathmatch, too.

i love the unicorns - it somehow never occurred to me that one could make a fan species on top of everything else, too. i really even thought it was referring to fanmade consorts at first before i remembered the terms were different.

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writing this after a first attempt -

i think i really ended up playing into how you intended things to go, psychologically. i realized after a bit of playing that most everything was a dead end and tried to guess what the 'trick' was from the title。I thought to walk past any exit that wasn't at the end of the path, which worked... until it didn't. i really thought i was in the endgame when i saw the tileset swap (and the 4-way intersection with 2 paths that connect back on each other)..!

also, I think I obtained an item that was supposed to be dummied out from the sea behemoth? twas a blank name item with no description, Obtained  !


as one such 'voyuer' - hey, what the fuck?
i'm left speechless. thank you for creating this, getting this out.

i, too, hope to see you there.

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i finally came back to this and was charmed by the sense of progression and resource building in such a small game. it seemed like it was going to be a brutal war of attrition until breaking out of the cave for the first time. there's so many fascinating design additions like the varying movespeeds and routing you can do.

though i think my favorite part of this rpg by far was the dialogue! this is truly something to aspire to for writing duo dynamics. i smiled discovering the alternate interaction with the flowers not noted in the guide. reading that this was a poison RPG before beginning made for one of the best starting lines i've seen in a game..

(also, i didn't realize until reading the comments that sunshine revived sky... i thought it was a gag spell signposting a sleep status that would never come up in the game...)

GRGHHL stares out, over the vast expanse of the ocean. In the distance he sees a ship,  slowly beginning to descend behind the waves. He sees first the hull disappears, then the masts, ...then the ship is gone. GRGHHL contemplates this phenomenon, having no concept of such things as curvature, or Earth, or truly much of anything. As he mulls this over, a bird swoops down, and scoops a fish out of the water. He flies away, wiping all thoughts of the boat from GRGHHL's mind. Having accomplished his daily beach visit, GRGHHL turns away, and heads back to town.

Thank you. I enjoyed my time with GRGHHL. I admit I cheated for the password puzzle...

engraving this game's message into my heart and stealing more gems for my wife...

i liked this one. it was a bit easier than the other RPG sketches, but I think that worked well here. it was fun to route out the looting route to prepare for the big battle and the switch at the end gave it the twist that was needed.

she showed me love, and I was undone

wow. I was expecting this to end at multiple points before it actually did. so when the real ending came, it tore me apart.

you have... really zeroed in on these kinds of stories. stories set in contemporary times, in suburban places, between 2 women and the fallout that spins out of that

excellent work, some of the final visuals gutted me.

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coming here after playing rpg sketch 6, i am *fascinated* by this one. upon finding my first sheep, i chuckled realizing what the point of those forests that popped an encounter with a highly durable Goat Eater every tile was. I think this is a really interesting idea! plotting your route out with a new context in mind was a fun prospect.

in execution the overall encounter rate ended up putting me off, though. they added the puzzle component but they were also a huge pace killer - it felt like i couldn't get a good scan of map, which probably would have been alleviated with the smaller map size suggested in the notes.


this makes me curious what this concept would look like fully realized, so thank you for putting this idea out...!

this was cool! i'm surprised at how much of an atmosphere you can create with even just stock rpgmaker assets...

I wasn't quite able to win in the time i spent with this game, but i appreciate the setup and payoff with the existence of the Dark spell - ('huh. is the demon weak to dark against expectations? no...') it does feel like it's somewhat RNG with how much more brutal some attack patterns can be

i also loved the author's notes and how much you had to say despite (or maybe because of) the 1 hour development time restriction.

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*spoilers in review


I loved this and was totally immersed through to the end... to be honest, i wasn't sure on whether poppy's feelings were real until the ending. very well done on keeping that thematic line up.

i also liked the intermissions with our red text character. i thought they were gale herself in some kind of pod-induced nightmare, so their reveal got me good. good bit of parallels made between them !

have you read umineko? there're some lines that definitely made me think of it (not breaking the illusion, needing 2 people to create a world)

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As someone who was already familiar with the payment processor and itch situation, I wasn't sure what to think of this game at first. It felt all a bit too heavyhanded as a satire, evoking some weaker parodies of things i'd read from probably several ago. But... this story was so earnest and committed to the bit that I really came around on it, especially seeing the YA-novel like resistance into budding romance. Plus, the noir detective intro was a great hook.

The most striking thing to me about this setting was the distortion and extension of what ages counted as 'childhood'. it's really the tone these bans are giving, huh? state itself babying and drawing foolish lines on morality and purity, determining us to be too stupid to see anything in fiction without trying to imitate it in reality.

That segment at the end was a pleasant surprise. It... was honestly what made me interested in writing out a comment for this game. Thanks for including that, if it's appropriate to say. I've been thinking about how directly personal an author should be in their work, and similarly, a split between writing endings that would suit the narrative versus the one that I'd want to see. This gave me another opinion on those things.

it may be 100 words, but it uses them masterfully. the presentation was off the walls for this. loved the little 3d models.

wow. that was awesome. i loved ember and milicent's dynamic, it really got me thinking about my own blorbos. the music was great, it absolutely stood out as a high point of this entry and i couldn't help but love milicent's red-eye portrait as a campy anime style rpg conversation gimmick.

awesome... the plushie fucking surprised me but i loved the magical girl genre drama and the character designs were delightfully campy

definitely good fuel to continue my own magical girl adjacent art

this introduced me to an entire new genre of game i was unaware of. i must make a viprpg of my own in the future...

short and delightfully melodramatic

i liked the gags with the names (bat faggot, this bitch) and we gotta love doll rep

I also picked up on the shift in pronoun usage early and was happy to see it acknowledged in the narrative, good work on that! keep working and keep making games, this is already a good start

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relentless, mad. fits just right for my humor

ride free forever.

part of me believes there really is 19 endings for this game.

discovered a bug, actually! if you continue to make bad inputs during the 'drive forwards' level you can decrement the 'days remaining' counter multiple times which seemed to let me continue to play into negative days remaining until -10, at which it started the second parole day cutscene but transitioned into the first parole day scene afterwards...???

i'm just at the start of the final chapter, but this was a lovely experience that found me at a time when i really needed it! the parts on systems was illuminating to me, and the royalty free sound and music libraries ended up being pretty charming, especially when i recognized some of them.

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The spritework, music, and art are all amazing! As someone fairly new to the shmup genre (having only really played ZeroRanger, Ikaruga, etc.), I found the attacks well telegraphed and fun to learn, good pacing for a first stage. I particularly liked Violette's '2nd partition' attack with the lasers and encircling runes - it was simple to learn, but fun to dodge. Definitely looking forwards to picking this up with its full release.

(also, certainly looking forwards to what the subtitle under the title could be hinting towards, for those in the know...)

reading the through the artbook after finishing the game was a joy to see your process and thoughts, and the second to last page explaining francesca's abilities in objective truth was truly gut wrenching

what's the point of gold?