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goswaame0

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A member registered Sep 16, 2025 · View creator page →

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I really enjoyed the humor in the game, got some laughs out of me. I really like the contrast between the two NPC's, it helps to not make me feel excluded or discouraged by either option if at least one has a positive to say about my choice.

I would maybe provide a couple words explaing what a Geroach and Nomth individual is for people who may not be familiar, as the characters appear. Some times with fantasy, having world specific terms given to reader/player with no proper introduction or explainer can have them (me) feeling a little lost.

I really enjoy all of the worldbuilding detail you've added into the game, it feels much more immersive now! The pictures you've included are a very nice touch as well, I can visualize the PCs life and surroundings much better with both additions.

 There were a couple bugs, but nothing that made the game unplayable. At times it was a little difficult to read as well. The formatting is a little inconsistent as well, such as breaking up dialogue in some moments but not others.

If I'm remembering correctly, the Light did not speak to you as much as it does in this version. If so, I think that was a great addition, as it helps me to understand the world you've created better. Still love how uncomfortable these choices make me feel as a player, you did a great job at challenging our moral compass. 

My only constructive comment, I almost wish I was "punished" or had more negative consequences as a player (I chose to feed two people to the Hunger.) It seems like a bit of a cop out to just free the people that, only moments ago, I was playing god with. 

Wow! I'm really impressed y'all managed to make code that randomized the three cryptids necessary each playthrough! I know there were concerns about it being too difficult or too easy to figure out the cryptids that should be captured but I feel like ya'll found a great harmony between the two. I also like how the ending was changed from just being able to set them free to also being able to study them, a nice little twist. 

My only constructive comment is to maybe cut down on the descriptions. I feel as though there was a lot of information for me to keep track of so at times, it was a bit confusing. If your intention was to create a challenging puzzle game, then maybe it's okay that the game is set up that way.

Right off the bat, visually, this is very impressive! I really like how you subtly tell the players what they should be doing without it being too ambiguous or too obvious. It helps with player immersion without it feeling too explicit.  It seems as though the passages depict the journey of the character battling a vice and that came across very well in your storylets. 

Sometimes the visual changes of the different storylets did feel a bit jarring. I think it might work better if there was a defined font or color palette that could be changed rather than just being so different for each one. Some of the passages did feel a little bit more geared towards one vice than the rest and some storylets felt a little out of place if you had chosen a different one.

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The concept of the game was well executed! I definitely felt the tension and anticipation when I was exploring the theater and choosing how to fight back against the entity. Piecing together the situation based off of objects surrounding me felt almost surreal and added to the mystery of the game. I also really love the use of visuals, it really helped to make me feel immersed in the game. 

The only thing is that, I wish I knew that I had a son a little earlier in the game as this would provide a little more context to me as a player. It felt a little out of nowhere that I suddenly had a son that was being experimented on. The choices felt as thought I was randomly choosing at times so some hints in the narrative towards the mechanics could be helpful in helping the player piece together the story.

The waiver made me laugh out loud! The objectives were very clear to the player without feeling like they were telling me what to do.  Really love how you gave the player a  newspaper to reference to and the humor was very well done, especially in the newspaper. I was also laughing out loud reading about how soldiers were resorting to battle cries. The humor in this game was so well written, I am so impressed how well your group managed to create such an engaging and fun experience for the player. It seemed as though each storylet related back to one of the articles in the newspaper and as a player, I was able to figure which joke would be the best fit without it being too obvious or too ambiguous #stinkycity.

My only suggestion would be to make it so the players cannot go back when choosing a joke as you did when making it so they cannot go back when leaving a passage. 

I really like how you can choose whether or not to really go into detail with the NPCs, which helps to learn more about them but also the PC. I also feel like each character could be a real person, they didn't seem too extreme. Happy that I get to live happy ever after with leather jacket man so yay!

Only thing is I wish there was a little more opportunity to get out of one of the NPC routes rather than getting locked in nearly right away!

I really love your use of color and the font works really well for the tone of this story! I loved the choices, it definitely felt like the decisions I made were reflected in the outcomes in the story. I really liked the man I thought it was funny I could just ask for belly rubs and he kinda just chills out for a moment lol. 

My only criticism is there were some spelling errors but not much else! I also was not exactly sure what was going on or what was the central point of the game? But that may have been due to the choices I made.

Wow right away the decisions are super high stakes and challenge the player morally. I still am not sure if I made the right decisions or not, I definitely don't feel very good about my first play through.  WHOA playing again I absolutely loved learning about The Light's backstory, it really gives so much more depth to the world and adds weight to the choices I'm making.  Also beautiful language when describing the world and emotions of the characters.

My only criticism is I do wish there was a way to learn more about the story of The Light in almost every play through, because I really do feel like it is a key part of the story that shouldn't be accessible only some play throughs. 

I thought it was really cool that we were an eldritch being who was essentially a god presiding over a people and world. I thought it was interesting that the actual world and the people were the NPCs and the decisions I made felt like they reflected what outcome I was hoping for.

The only thing is that I wish we had a little more interaction with the NPCs. I kind of felt like they were a little removed from the story but that could have been due to the routes I took!

This is very beautifully written, the descriptive language really helps me to understand the world and Moxxy and Jericho. Also really love the attention to the different backgrounds and color-coded text so we know who is speaking. I thought it was super interesting how instead of the player interacting with two NPCS it was almost like we were an omniscient being, controlling their path and choices.

Honestly the only thing would be maybe to elaborate on the tech or cut down a little. Sometimes it felt like I was getting lost in all of the technical terms. Wonderful game! 

OMG I loved this! I was blushing right along with Yvainne, the romance was so cute and the options were clear to follow. I love the way you describe the emotions and settings, I felt like I could really connect with the PC. I really liked the twist on one of the endings where you get thrown in prison, I thought I was being sneaky enough to get away with it but nope lol. 

It could be interesting to interact with  Erec a little more during the moments we're flirting with Eleanor, understandable if that wasn't possible due to word count. Even without him appearing much it still felt whole and fun to play!

Enjoy the sprinkling of information about the character's personalities, so we slowly learn about them instead of info dumping. Right away, create tension between myself and both NPCS. Wow I really enjoyed the play through, you did a wonderful job at making the game so interactable. I really felt like every decision I made mattered. I believe that you may have been tracking decisions I made to defend/stand up for myself? or maybe how Cell and I speak about one another, bashing vs uplifting.

I do wish there was more ways interaction with the interviewer but not super necessary. Definitely feel a stronger connection with Cell, but it still feels like a very well thought out game with the focus on her.

I really like the choice to put the flashbacks in the white box, that way it is clear to the player that it's an experience from the past. Y'all did a great job at building tension and discomfort, especially by the interrogator. 

One thing, the first ending I got was -1 suspicion and they kept hinting that my org was evil but never told me why. Would have liked to learn why I should be betraying my org or helping them. 

Wow! This game was so entertaining to play! I loved all of the different routes you can take and how intense things got (especially after the witch hunt.) Even though there doesn't seem to be too much control given to the player, it still felt engaging and fun to play.

My main critique would be to look over the game for grammatical errors and to add a reset button.

Many options, feels very interactive. Wow all of the different routes you can take were equally as fun and exciting to explore. I really liked how you included a notebook so I could keep track of information I've learned. The monsters were all very interesting and unique, it's clear to see the time and effort that went into creating the backgrounds for each location and creature. Very descriptive language, painted a very vivid image of the world I was exploring. The voices all blend together pretty well in the game, there was not point where it was very obvious this was written by three different people. I only got 2 :( :)

Also LOVE the css design, the green feels very hunter-esque and appropriate for the game & matching the colors with the content was a very good idea.