This is really visually fantastic. The textures, lack of antialiasing, colour choices etc. all work really well together. And what a great concept!
Kimera Royal
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Finally got a chance to check this out, I think this is really exceptional. Battles are fun and interesting, the mechanics are intuitive, and it's presented really well. I'm really excited to see how this develops. My only real criticisms are usability related (a good sign!): specifically, it can be difficult at first to figure out what is super effective or not very effective, and I really wish there was a way to save a run-in-progress and come back to it later, as personally I'd like to chip away at a run periodically rather than doing it all at once. Really great!
This was a great first VN. Very cute art & music, and the concept is very simple but effective, I like the use of the format of a visual novel to tell a short autobiographical vignette. The ending is a little bit abrupt, but not in a way that harms the overall narrative - I just think a cut straight to the title screen can be a little jarring.
I'm a big fan of the footnotes, I can see a mechanic like this being expanded into a game where a central narrative mechanic is flipping between the game and a compendium of footnotes and / or commentary, à la Pale Fire.
*sips wine* Great game, very remniscient of ArsDoom, though it approaches the pastiche from the opposite angle. I find it simple, yet, *swishes glass in hand* it identifies how to hit its intent perfectly. *sips wine* In that sense one might say it is very elegant within its design aims. Excellent! *sips wine but swallows it wrong and starts coughing violently*
I felt like the looping animations and repeating gameplay loop did a really good job at reflecting the kind of self destructive thought spirals depicted - it doesn't fundamentally change, it just gets worse. Has a very striking, well thought out and realised aesthetic identity. Importantly, every layer of the game complements and build off the others. Really great.
I came here from Jon Stone's article and I have to say, I absolutely love the sense of humour in this game. What an amazingly light hearted take on adapting poetry into gameplay. The music is great too, the sampling is simple but successful.
Thank you so much for playing and commenting! Loving the experience of playing if not loving the games themselves is a really nice takeaway - I definitely wanted to make something where maybe you only play it for 10-20 minutes but feel like you actually got something out of the experience.
Your writing on the individual games is all really nice to hear. I don't have much to say to any of them, but I will make sure to keep making games! ☆
Thanks! The SNES was actually very similar to the GBA and DS in a lot of ways - though obviously by the time the DS came out about a decade and a half had passed so even a relatively cheap handheld could have a bit more audio fidelity and working memory. The DS actually had two CPUs - one of those is basically just the one CPU the GBA used except even faster, and usually dedicated entirely to playing music and SFX! But yeah to get back on topic, the way sound was stored and played back was very very similar, so really good observation!
That intro is really cool - ominous and vast, but not threatening. Feels a lot like the emotions Minecraft first gives off before you get to know it and it's this huge, mysterious, otherworldly game. The whole song carries that vastness with it. All of that going into the huge buildup that's immediately reduced to nothing, before the song then becomes a little more inviting and familiar. What you were going for lands hits perfectly. Great work!
The first track here is really exciting, captures the energy really well. Tubelectric has a really fun atmosphere that I found myself getting lost in, very good use of filtering and layering. Boss sets a good stage, just like the first track, and really feels like it'd be the backdrop to a challenging fight. Solid work!











