Sure, no problem! The event has been growing a lot. I can see that you had a hard time covering it.
Looking forward to your video
THE LAST SECRET
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Really nice and smooth game play! Especially for casual players, since it's super easy to get and play.
The add-ons, like the rotating knife add to the fun.
It would be nice to have some info initially that one has to collect a certain number of veggies for an upgrade, but on the other hand – it becomes clear quite soon
The graphics and the sound are a bit repetitive and simple: While the veggies are cute, the background is a bit bleak and boring. The music is very repetitive and I would probably turn it off after a while. You could change the music pieces, maybe simply rotate them. Ideally, the music would "heat up" when there are many enemies on the map, but that's more difficult to implement.
Good job! :)
Very nice 3D graphics. A few problems with the controls and game play though:
- It says Start with Z, but it starts with RETURN. I know it means using the Z button on a controller, but I had a keyboard and guessed this only afterwards.
- Not being able to walk through grass feels weird.
- The thirst warning comes too late. I died centimeters from the water. (Fun fact: Real mice do not have to drink at all... ;-)
- The light rotating around looks cool, but it is also weird, as if days would pass by quickly.
- Is jumping possible? If so, I didn't find it.
Regarding the overall fun, it's hard to say for me, but the cute graphics are definitely a good motivation. I want to know more about why the poor mouse ended up there with an injured leg.
Yeah, that looks like a fun project. For the player it's ultra confusing to have to learn a new minigame every ten seconds and each time within a few seconds. I was usually not up to the task. Maybe you wanna go slow on that a bit...?
The topic... well... I'm not into toilet humor, but it has its fan base, so no complaints... ;)
Cool ideas. I managed to get all 12, but I needed some hint for the 12th one and for the last one of the Australia bit.
I do think that some puzzles feel a bit random and too hard. Some have this nice "Ah! I got it!" (Asutralia=down under) feel, but others are more like "Well, if you say so..." (replacing s. with south and that with down).
The graphics and the intro into the game are bare bones at best. There's lots to be done still.
Good luck with adding more to it!
I died, died, died... I can see that the game is well-made, but a bit of explaining things at the start would help a lot. I had no clue what to do, still don't know how to heal, e.g. I figured the double jump (guessing from other games), but also had no idea where to go to. A tutorial level or at least some brief text explaining the keys at the start would help a lot to keep players.
Thanks a lot for your feedback!
Im glad you liked the polish. I will take a look at the bug in the streetfighter minigame.
Making the start smooth for players who have not played the prequel is a major concern, and I will see how to improve this further. Could you tell me exactly where you lost interest? That would be helpful information.
In general, Chapter 1 and 2 are a a bit slow, as the story needs to build momentum before the big turn of events in Chapter 3. (It's hard to condense them, while also giving the player time to develop the necessary closeness to the characters to care for them, once tragedy happens. A common problem for visual novels with deeper and longer story lines. – Not saying that I can't improve on that, though. :)
The narration – some people like it better than reading, others don't. So we have it usually a bit at the start (and it can be turned off anyway). In professional VNs is narrated throughout.
Sorry, I'll be honest, but I got completely lost. I had no idea what to click, what was going on, and what was the goal. I can imagine that this is an interesting game, but right now I did not understand it at all. I put a farmer on the barren. It didn't produce food, so I pressed the red button. Then it got killed (?) and made something. There were options for things to build popping up on the left, but I couldn't do anything with that. I also gut some staff, again no idea what to do with it. I put some farmer into the castle, it ended up being stuck there with some yellow line thingy when I tried to move it. No idea what that was for. (Attacking maybe? But there was nothing to attack...)
On top of that the texts were very small and hard to read.
So, I see that this is ambitious, but right now it needs a good tutorial, I think!
Very well polished game. The tutorial was really needed for me, and I still didn't get everything. Please add the option to go back in the explanations!
I also wondered whether I encountered a bug. Maybe I just didn't understand something, but given that I had an extra that was supposed to give more points for four colors, I was not expecting to get less when adding the fourth color (see screenshots).


The rules for the boss fight were also not very transparent to me.
The audio got on my nerves to be honest. The graphics are very stylish pixel retro charm, but for me a bit too pixelated, maybe. But it's a matter of taste.
In total, a nicely designed and smooth game, congratulations!
Not an expert in platformers, but this one was fun! I liked that it was forgiving and very beginner-friendly. There are also nice elements in it like the slowly apart falling bricks. The "cylindrical topology" idea is also nice. You also managed to introduce all the features very well, so that I never was left wondering what is something. There was only one point where I was cursing: When I had landed well on top of the slime in order to kill it (Super Mario style), but it killed *me* instead. X-) Maybe a subtle warning sing there, somewhere ("Do not touch!")? But it's not a big deal, since one never has to repeat a longer passage.
I would polish the graphics a bit, as they are still super simple.
Definitely a fun game, congratulations!
Definitely an original idea. Be the repairman who checks whether an arcade is working as it should. Or maybe whether it's haunted if I understood my game over correct. ;)
The tutorial was working for me. Maybe it's too much text for many players, but then again – the game won't be for those who don't like to read much text anyway. :D
I understood the assignment, but screwed nevertheless. It would be good to give feedback what was corrupted after you lose.
The manuals would work a bit better if some games' texts were not split on different pages. I know that is realistic, but it feels just cumbersome. The cumbersome part is also my only big problem with the game: I don't know whether I would like to do these tasks on the long run. It feels a bit like work for me. ^^;
The music is good, but too repetitive. Please change that or I go crazy! &)
Anyway, you did a great job with the implementation of the idea, I think!
Sound effects and audio are really good. What the game needs most urgently is a bit of tutorial. I had the "tutorial" turned on, but the information I got was very sparse. I figured how to hit (after a while, at first the game looked like it's controlled only by keyboard, so I was surprised that the mouse is involved here). I could not select the weapon. No idea, how to do that. (The weapon symbols are also very small and difficult to distinguish.) The controls are quick and responsive, even in the web play on my Firefox.
Another point I would improve is the geometry of the level design. As far as I progressed, it was all a plain square. It would be more fun if there are things to hide behind etc.
In general, a well done slasher, with a very simplistic but stylish design. Not my cup of tea, as I don't play these games usually, but definitely on a good way, congrats!
Schreib uns einfach auf Discord (thelastsecret) oder per Email (https://the-last-secret.mozellosite.com/feedback/). Wir freuen uns immer über neue Testspieler! :)
Happy to hear that! Comments like that motivate soooo much to make more games... :) Meanwhile I can only suggest you to try our other games, but I guess you have played Dere Quartet and Sweet Science already...? If so, you may also try Kieta Memory. It's only a demo so far, but you can register as test player to play the full story first... (Just contact me.(
Is there any chance to get an email when the next Post Jam will be announced?
I tried to contact the organizers, but their X accounts don't allow to send a message and I didn't find an email either, so any help would be welcome! (I've already missed out the last jam.)
Thanks!
Theo
Contact form on: https://the-last-secret.mozellosite.com
Thanks for the clarification! And of course hitchhiking is a totally different story. I would do this only in case of emergency.
Moreover, I'm from central Europe and always had the impression that Canada is basically on a similar safety level (unlike the US). (Of course you can get into trouble there in certain areas at night, but besides that the risk is much, much lower than, e.g., having a car accident.) Maybe I'm too optimistic there about Canada, and I trust that you as a local will know better about that!
I agree with the age issues. When I played the game, I just assumed she would be 18+. While if she were 17 getting on a train shouldn't be an issue, getting a room would be. I also agree with the realism issues in the case of this story: It's basically a travel ad as VN, and then it should try to be correct wherever it doesn't get in the way of the story.
I do not really agree on the "dangerous, woman can't travel alone"-thing. As far as I know, Canada is a fairly save country, and people worry too much about this issues, thus restricting their freedom of movements more and more. While it's important to be careful (particularly, but not only as a woman), doing sightseeing alone shouldn't be and isn't really an issue, at last in the areas I've seen in the story so far. I also know enough examples of young women traveling alone exactly like this.
Rubber ducks! RUBBER! DUCKS! How cute is this?
Ehem. Anyway, it took me a while to figure out what one has to do (I kept happily resetting time at first, since I thought I get more spirals, so more points that way... Yes, I am stupid.) The game loop (pun intended) is nice and strangely satisfying. Add some more graphics to it, and please make the music less dissonant. (The BGM and the click sounds are out of tune at present.) Then that will become a really fun game.
Oh, one thing: Sometime the duck gets nearly stuck in the loop. Usually, it's automatically forward moving on the yellow lines, but somehow, sometimes it doesn't and then one needs to jump to move forward. I guess that's a bug...
The game runs smoothly, even in the browser, which is nice. The graphics were well done and fights worked. I don't often play RPG, sotake all feedback with a grain of salt (or maybe a tablespoon of it), but I found it unusual to start with many abilities and then figuring out on the go which are strong and which are not and how to work them out. Until the first fight it was also unclear to me that I would only play one of the heroes (and which one). The first two fights I had happened to be identical – same opponents, same strength. In general I found no need for strategy there, which is a pity. (Maybe that would change later in the game.)
I was surprised that the game had switched to some kind of map mode where a city is represented by one square when I started out first walking through a whole city.
Finally, but this is probably an RPG thing, I found it weird to go to "help" people and then empty out every treasure box I see, even in the middle of a village. (I mean, that must belong to one of the villagers, wouldn't it?)
All in all, I see that a lot of work went into this, and it's definitely a solid foundation, even if it still needs some improvements.
I like the mood. I'm not much into card/dice games, so I can't say much about it. Obviously a tutorial is needed, but I guess that's clear, and right now it's just a prototype...
It feels weird that a player has to pass when he can't play anymore. So maybe automatic pass would be better.
(I've spotted a small bug: After going to full screen mode, the cards are not enlarged anymore when hovering on them.)
Thanks for your review and the video! Was really fun watching. I guess I have to state a few things more than once at the beginning to make sure that more casual readers get them, since this left you a few times in unnecessary confusion about the world building. :D I also need to make clear that the "recap" is a recap of the prequel game ("Sweet Science") which explains why it feel like a summary: it is a summary!
Thanks for your review!
Some important information that you might have overlooked: The game is a sequel to the visual novel "Sweet Science". Chapter 1 recaps the story so far, so it's naturally a bit *quick* if you haven't played "Sweet Science" before. Guess we need to make this clearer to avoid confusion. Also, the "throw-away characters" are from "Sweet Science" and will also play a major role later in the story of "KIETA MEMORY", so not they're far from "throw-away" (and I would never dare to throw away Sylvia, as that could be dangerous)...
I'm glad you liked the humor, even though you dislike AI. Regarding your question: If you knew how much some pics have been "touched", you'd be surprised... :D
P.S.: If you would like to share a list of the English errors you found with me, that would be great! Looks like you have a better eye for that than other test players.









