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I'm curious, what inspired the striking difference in art style between the primary two in-game directions? I ended up going into the sea first, but I kept returning to the low-poly environment. It just seemed like a place that I would hang out in given the choice.

Yay, I'm glad there wasn't a bad ending to following the mermaid! The different endings are each so unique as well as the backgrounds which adds a lot to the atmosphere. These two places, land or sea, both have their own specialities and good/bad endings which is so cool

I died with the cake :( but regardless I really like this idea. The vendors being there kind of reminds me of a Ren Faire. I thought the sea would be more dangerous as well, but when I explored that option I was happy to find the mermaid! I sounds and music will be really beneficial for the different types of scenery you've created!

I really like the coziness I feel with this one (even if the cake ending goes wrong). Like I mentioned with a few other projects, it would be nice to implement a restart button whenever you hit an ending, since this is the kind of game that encourages choosing different paths. Music would also be welcome as well.

Something I want to suggest is maybe if could be a "bridge" between the market and the sea? Like if the market actually was selling mermaid meat! Okay, perhaps not the right vibe for this game, but some suggestion of interconnectedness would build the world further.

This game was quite simple in that you can choose between going two different places which have their own options. While I think this is mostly fine as it is right now, I do think it would be more interesting if you had a few more choices within those places so as to provide more variety on what the player can do within those places as it does feel a bit limited.

I really enjoyed how quickly the game could transform its tone. In one path you go from a cozy exploration of the market to being dead or trapped. Vice versa, I was expecting the sea to be a more dangerous place, but found a dancing mermaid which was very enjoyable. I'd really like to see how the game could be explored into a more depth story game, although I understand how much time the art must have taken!

I think that the background visuals match with the context of the story the best from all the games I've seen so far today. Of course, there could still be more improvement with more specific scenes for each action, but I do appreciate how much there is so far.

One of my first thoughts after eating the cake and dying shortly after was “The Cake is a Lie” from Portal. I was tempted and fell for the trap of the delicious pastry. The world building just via the background for the most part is really well done and gives the player the feeling that they are in the actual location even if they’re only interacting via text.

this reminds me of the kind of simple game would’ve been the spinoff of a kids movie as an extra, like those dvd extra games, to dip your toes into the story just a bit

I love the world building for the market and the sea. I notice a difference in the art style used, with the sea being an image whilst the market is a 3D space. I assume it was make in Unity. I wonder if there’s a good ending in the market place?

Nice game! Love the background and it is another word maze~It looks similar to the other two games I have played so far, and I think all of you do the best! 

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Nice adventure game you have going on, the differentiation in lettering helping illustrate the pathways. Gives into the impression of not everything is what it seems to be. Reminds me of the choose your own adventure-esq style with twists and turns in the story/writing 

I suggest maybe you can add more techniques in the game like little dialogues. Besides, this is a traditional interactive novel and reminds me of split fiction at the start menu.

The dialogue and story were very genuine in their intentions, in that there wasn’t a secret twist, wall-breaking aspect, or anything of the sort. It’s a simple choose-your-own adventure game with nice visuals and writing! That said, the only “good” or “best” ending is dancing with the mermaid, while experiencing capitalism is bad (the cake is a lie)

I felt like the choices should have had a more direct telling of whether or not I was making a good or bad choice that would negatively affect my character. The visuals and writing was very good.

The game gives you choices that seem to be good or bad choices but you really can’t tell which ones are which. It seems like results are impacted by previous choices but it’s hard to test that out because I think you may need to restart the game to verify.

The art style is in stark contrast from the story being told. It's a bit confusing to know when you've encountered an ending, but maybe that's on purpose.

The endings were very unexpected as Jade says. What was in the lamb and the cake?! Also I think you darkened the background images a bit which was really helpful reading the text.

I love the art style, and that it’s consistent through each location; its bright storybook look is really incongruous with some of the endings, which makes the surprise better. The constant double-checking of player’s choices is really good at instilling paranoia despite the cheerful aesthetic.

Feels cozy until it isn't, I love the choice of words here and there. I was expecting a grim ending but ended up dancing with mermaids!

I really like the quirky endings as well as the consistent styles of the background. I also like the use of fonts so the player knows what letter to press.