Hi again! We recently pushed a patch that should fix those issues you had. Thanks again for playing!!
FeatherBoy
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Absolutely stunning game!!! I'm a huge professor layton fan, and this felt like such a cute charming, spooky ec(c)ho of that series. Plus your character designs and art are some wonderful - super cute characters, and wonderful writing. As others noted, you also did a great job with vibes of knowing when to swap the background style. All-in-all an incredibly polished game that I'll 100% be plating again. Huge congrats - this is wildly impressive, and even more so for a solo dev!!!!!
Omg, you guys always manage to make crack up so much with your games, simply top tier writing. Colleen makes for an incredible protagonist, and the zany hijinks with a crew of people who just happen to be there feels so good. Also you knocked it out of the park this year with the visuals and cinematography, its just such a delight. Incredible amount of artwork too, my goodness. Absolutely an incredible job, huge huge huge congrats to the team.
What a sweet story!! Extremely heartfelt, and with a cool, fairytale-like set of rules and magic that made for a satisfying story. The cinematography throughout was particularly impressive - really creative use of shots throughout, and the almost puppet show -like staging while at the river scenes really tied in wonderfully with the story. And the voiceacting was great throughout too! Huge congrats to the whole team!!
Thank you so much - it means a ton!!!! Sadly not squidward, but I wish. Without getting too spoilery for others reading the comments, that's a more detailed sketch Kuo did of some of the same doodles he made in the end credits - based on some of the same information (and pictures) Kadie can receive if you choose to exchange biology notes in the research section!
We also just pushed a new build! In theoryyyyyy most of those bugs should now be fixed (especially for windows, and especially for the settings menu breaking the backgrounds).
Thank you so much for playing!!
Thank you!! We put a lot of love into writing this one, and were definitely enjoying making Kadie (and her dad) feel realistically awkward and human. Those half-typed messaged were something we were actually going back and forth on a bit in the editing process, so it's gratifying to hear that they helped add to that!
Thank you so much!!! We tried to hit a bit of a floating time period energy, balancing early 90s computing with readouts and displays that would be a be dated even for the time - so we get NSFNET and MCI Mail -like messaging tools and and an Atari ST -like computer, but hooked up to a mess of old oscilloscopes and radio tower terminals, calling out to an LES series satellite. Glad to hear that the vibes worked!!
It's definitely a project we'd love to revisit and expand some of the graphics on, the whole team ended up making a really satisfying world. We're planning to release a mastered version of the soundtrack at some point too!
INCREDIBLE ENTRY!!! Even with the bugs, I think this might be one of my absolute favorites of the jam - the story is sweet, the characters are charming, the art is adorable, and the little CG frames are even adorable-er (absolutely love the one of Marigold noticing she's glowing, and of the younger brother photo). The whole thing has such a warm classic 80s anime vibe to it, and the low-poly background art works so wonderfully with the chunky pixels of the sprites and UI frame (the frame in particular lending it a great classic PC-98 visual novel feeling) - the vibes are so on point!. The point-and-click segments worked well with the story, and did a good job of giving the character relationships a chance to shine. Like BucketHatCat, I encountered the bug of getting stuck in the piano room, but beyond that I was so thoroughly charmed, and truly can't wait to play a more stable build. This is a hugely impressive game, and I love it so much, genuinely and truly. Big big congrats to a strong team!
Wow!!! You've done a great job making an incredibly intense and evocative game, especially given your start date. The character art is incredible, the music track (while a bit short) is extremely cool and uncanny in a very cool Paprika-like way that fits the weird mechanical purgatory perfectly, and the individual characters all feel quite strong and intriguingly complicated - which all means I can't wait until we get to see more of the doctor's story when you add it. The pacing throughout too is really impressive - the hit of the painting interaction landed extremely well, and after that I had a thought along the lines of "oh boy, here we go, this is going to be Good." And it was! I replayed a bit to explore each character's path, and that was also something very nicely tender and bittersweet. Even the backgrounds, while clearly a little less detailed than the sprites, had a really good vibe (though I'd love to see those weird landscapes rendered out too!). Hugely impressive job all around - big big congrats to the whole team!!!!
A super charming game! The love for Ace Attorney absolutely come through, and the art and characters throughout are incredibly cute! I'm also a huge fan of the comedy in the writing throughout. The case and clues are also nicely satisfying, which can be a tricky thing to balance, and mechanics to interact with them and the crime scenes are really well integrated - I'm impressed by the coding involved there. Especially for a solo dev project, this is an extremely impressive entry - well done!!
A super promising demo, with incredibly strong art direction - love the way you play with light and shadow!!Especially when walking through the fields or revealing building, that style felt so satisfying. The point-and-click elements and the attribute stat functions are fun elements to include, and definitely give the Disco Elysium vibe others have been commenting on. The story itself is intriguing too, and I'll definitely be on the lookout for the next version of the game. Congrats on the entry!
Neat and just the right amount of unervering story, with extremely cool art direction - the loose inks + watercolors feeling really added to the surreal qualities of it all, and your use of interactive UI elements is extremely cool (and inspiring! I've got to figure out how to do that). A really strong entry for sure - big congrats!
A cute game with charming characters!! Jingyu deserves a break. The yokai throughout were given great artwork and personalities, and the overarcing story and festivities were really enjoyable. What a cute found family they've formed.... A really well-done entry, especially for a solo dev - congrats!
Absolutely incredibly entry!! The gameplay is intriguing and well-executed (with really satisfying effects as you toss folks around), the graphics are so satisfying and distinct (I love Brad's design, and the uncanny Hylics-like claymation works wonderfully in contrast to the lovable fools of the summoning crew), and the comedy in the writing throughout is some of my favorite in the jam so far. The UI details also really impressed me, from the extra clay to the tracking eyes . . . There's a certain 90s cartoon vibe to it all too, which works so wonderfully great for the energy of a goofy summoning gone wrong. Incredibly strong entry, and one that I'll definitely be continuing to explore more of the dialogue interactions and endings for. Huge congrats to the team!!
An impressively large game, with neat worldbuilding! I want the best for Haven. You did a good job of prioritizing assets, and the compositing effects on the artwork with the textures and overlaid typography work very well for cultivating a storybook feeling throughout. There's a good blend of horror and fun fantasy novel elements throughout too! I encountered one bug in the web version shortly after beginning Chapter 4 (screenshot of the error code below if that helps!), but was very compelled by the whole thing. Big congrats to the team!!

I think I can confidently say you've got one of the most unique (perhaps polarizing) gameplays in the Jam, and certainly some of the most intriguing cinematography. You're using typography and extra click interactions in really effective and thought-provoking ways, which really make the experience of the story's anxiety something that you the player get to feel firsthand. The amount of work that this took is clear, and I'll be very curious to see the future installments. Huge congrats on such a strong vision and strong entry!
Really cool vibes and character design throughout!! You've done a great with he art of capturing the lighting of groggy school mornings, tinged with nostalgia - especially when it comes to the glowing rimlight on the character sprites and the gentle wobble of the background characters. Rex is a cutie too, which helps. The point-and-click elements were fun, and following that section things definitely got uncanny quickly, in a very satisfying way. Absolutely a strong entry, and an intriguing world - congrats to the whole team!
Really cool vibes and character design throughout!! You've done a great with he art of capturing the lighting of groggy school mornings, tinged with nostalgia - especially when it comes to the glowing rimlight on the character sprites and the gentle wobble of the background characters. Rex is a cutie too, which helps. The point-and-click elements were fun, and following that section things definitely got uncanny quickly, in a very satisfying way. Absolutely a strong entry, and an intriguing world - congrats to the whole team!
Nicely done! There's impressive juggling of themes here for such a short game, and the demonic ghosts (+ ghosts in the machine) is a cool concept to play with. The digital colleges work incredibly well to further that viscerally gross, unsettling wrongness, and in combination with the sound design creates a game that is successfully horrifying. And to be a solo project too is doubly impressive - congrats!
Such an incredible entry! Short and strong, and with a really unique narrative style. The graphics are EXTREMELY cool and cute, and the reading of the voice acting makes the game feel somewhere between a poem and a conversation I would overhear in a school classroom. Great cinematography throughout, and one that does an impressive job at building intriguing over such a limited length. Biggest congrats to the whole team on what I think might be the absolute strongest game in your length-class this year.
Incredibly intriguing worldbuilding, and really strong writing to carry it through! The limited color scheme of the graphics also works incredibly well, especially for conveying a weird dark psychologically-tenuous apocalypse disco - great job! The character sprites in particular feel really dynamic and have such a strong sense of character - something which can be hard to pull off with so many masks in the designs! A really solid project all around - congrats to the whole team.
Wow!!! Absolutely gorgeous visuals, with some really great touches throughout. I love all the radio details, and the care put into the design of the station itself (especially the oscilloscope, that felt so cool to use)! I'll absolutely need to keep exploring more endings, but the ones I've seen felt extremely intriguing - excellent dawning sense of cosmic horror, and good use of sprite variants to drive it home. Really well crafted game - congrats to the whole team!!
A super charming game, with writing that had a good spread of spooky moments, chuckles, and heartwarming scenes. The sprites, particularly for Yuna later on, were very cute throughout, and the relationships between the characters felt well-developed (I have a special fondness for Makoto and Hikaru's friendship). Great job, especially for being a solo project, and a very cool premise for the Remnant world that you've set up! Congrats!
Really great job!! The mythology is woven in nicely, and the cinematography of the first several scenes felt really strong and interesting - especially everything with the eyes. The character designs are incredibly cute, and in exploring their various paths they all felt nicely distinct and charming, with a fun mix of humor (I am soup!) and genuinely sweet moments that made the bad endings land in a very bittersweet way. I'll definitely be replaying once you add the fourth jar, and look forward to seeing more!! Huge congrats to the team.
Really great job!! The mythology is woven in nicely, and the cinematography of the first several scenes felt really strong and interesting - especially everything with the eyes. The character designs are incredibly cute, and in exploring their various paths they all felt nicely distinct and charming, with a fun mix of humor (I am soup!) and genuinely sweet moments that made the bad endings land in a very bittersweet way. I'll definitely be replaying once you add the fourth jar, and look forward to seeing more!! Huge congrats to the team.
Félicitations! I played both 1.0 and 1.5, and it's impressive to see how much has changed even in that short amount of time. Your art is strong, and the characters' premise so far is definitely engaging. It took me a little bit to realize there was an english-language setting (mais je sais un petit, petit peu de français, alors c'est bon!), and some of the text colors were a little hard to see, but the overall art direction is extremely cool and intriguing! I'll be looking forward to seeing further updates down the line. Well done!!
Such a strong entry!! A solid premise done well, with really great art throughout - particularly in regards to characters' expressions!! I love the use of the parallax layers for the CGs throughout, and think the reuse of a lot of those assets is done in a really clever way, which I always admire. Very nice use of the minimal color scheme too, and it works so well to have the greys and off-white rather than something harsher - it really sets a great mood, and gives the more saturated / bright color accents room to really pop. Plus I always love a chance to see concept art in end credits, that bit's great. Congrats to the team!
Wow!! You've really made use of an incredible array of inputs and interactions in this one, without it feeling like too much - seeing the way those those interactive elements were brought back into the story was incredibly satisfying, and impressive from the coding perspective (especially for a solo dev!!). The minimalism of the artwork worked incredibly well in your favor, and worked great to create a sense of bleary, 2am coding. There's some good Ooph moments in the story, and your use of the medium itself woven into the plot and cinematography really well done - you get tons of points in my book for incredible use of very limited assets. The running line numbers in particularly felt like a really great touch of polish, along with that one CG where we see a bit more of the dev's face illuminated... really really striking, especially after only seeing partial images until then. There's also a nice meta element to the game showing you submitted just an hour and 22 min before deadline (absolutely no judgement on that front to be clear - we were 12 min and buggy). Huge congrats!!!
Wow!!!! What an incredibly beautiful game, in both story and artwork. The sprites and color palettes have a delicate, daguerreotype feel to them that make the horror elements feel that much more ethereal and haunting, and the music direction pairs with them beautifully - while the UI and textbox is gorgeous, especially in moments where they interact with character sprites, I almost (though not quite) wish they were smaller so we could see more of that all (I appreciate the backgrounds download for that reason!). The progressing through branches (and particularly how they merge) is very cleverly written, and lends the story a very deliberate quality that makes it land like a fable, where everything is destined to play out. Not to mention the wonderfully poetic writing, and the clear thorough research/knowledge of cajun folklore - I was delighted to see père malfait make an appearance.
Wonderful job - huge congrats to the whole team!!
Nicely done! An impressive number of branches and paths, especially to have all fully voiced, and you did a good job of giving us a little taste of each character's story as they passed through. I was also quite a fan of the hard shadows in the art direction of the background, and of the Medium's design as a whole - definitely fit the whole trickster-devil aesthetic well, and tied in nicely to the circus themeing. I definitely feel like I have more to learn about the stories than I had a chance to see before shooing them inside the tent, so I may go back and explore some different dialogues too. Congrats to the team!















