This short game gets to the point. I found the writing effective and the ending cool. Thanks for making the game!
Kastel
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Thanks for letting me playtest the game. I wish I got to show more footage of how I played, but I didn’t want to give poor feedback while I was sick.
I’m still working my way through the game, and one of the ways I think this game succeeded is how committed it is to its own ethos. The game is more difficult than Sylvie Lime and is closer to the browser-only games in terms of pure Sylvie platforming and puzzle design. But I keep taking a stab at it because it’s so polished and focused on bringing out the platforming quirks of the game.
Unlocking several elements and figuring out how to traverse with it was so fascinating. I also liked how the story needed to be pieced together. It felt like I was uncovering a game, which reminded me of games like TUNIC and La-Mulana.
I look forward to more people discovering the game with me because it’s very fun, difficult, and full of secrets. I enjoyed talking about the game with others. It feels like it’ll be a modern Sylvie classic.
This is a genuinely impressive game. I stumbled upon the title while looking through the Climate Jam out of boredom, and I thought it was cool how the game was clearly made by people engaged with the ecological movements.
It captured the ebb and flow of how people tend to think about climate change activism while also name-dropping some pretty important books like How to Blow Up a Pipeline. This is clearly a game made by people who understood leftist green politics.
I highly recommend the developers to make more games. This is really good stuff.
The presentation of this game is immaculate. The character art is quite expressive and the final sections where the backgrounds kinda melt are great.
The writing is rather wordy for my own taste, but I think it captures the longing and isolation both characters feel. It explores the psychology of the characters, the guilt they have, and the kind of suffering they face living in purgatory. Refreshing to see a “no stones left unturned” approach.
My only real criticism is that the NVL textbox doesn’t contrast well with the background at times. It’s hard to read the text.
This is an impressive RPG Maker visual novel about a kind of trans polycule. The game captures the cadence of Discord conversations: people get horny, angry, sad, and repeat the same dialog over and over again without knowing how much this repetition puts them in a kind of purgatory state. It felt like a game that came from the heart of someone who’s seen this stuff happen a lot.
Thanks for making the game.
I learned about the incident at in my early 20s when a visual novel brought this subject matter up and it was just a strange experience for me. I felt embarrassed that I didn’t know this much earlier, so I guess this was a way to write a game revisiting these locked-off memories for me.
Thank you for reading this too.
Had a lot of thoughts thinking about this game: https://cohost.org/highimpactsex/post/5640953-some-thoughts-on-i-w
Finished the game. Excellent stuff. https://cohost.org/highimpactsex/post/5198851-sylvie-rpg-is-pretty
I know very little about addiction besides fiction and several medical details, so my thoughts will always be half-baked. Nevertheless, I found this portrayal empathetic and the allegory of knight-monster-king drives the message home for me.
I’m also fond of how the text flickers like a burning lightbulb. Almost like, addiction is a boogeyman regardless of where you stand: for the narrator, it’s the monster that tempts them; for the king and anyone else, it’s the monster that scares people away. It feels like the only way to actually defeat the monster is to understand it, to shine an actual permanent light on it and give support to the knight besides the king (who would have other obligations to do).
I thought this title was really good and I hope more people play it.
I found this a difficult yet pleasing title to read in both English and Japanese. Both are different in interesting ways. This linguistic experiment is thought-provoking at the very least.
At the very end of the work, I thought the story was hard to follow but intentionally so. It reflects the fragmentation of identity, of language, and of life itself. I guess if broken memories are stitched together, one form it could’ve taken is this visual novel. Translating trauma is not an enviable task, but I think this captures a bit of what it’s like to live with one.
Anyone interested in stories exploring trauma should take a look at this game. You don’t have to love the game or the story in order to appreciate what this title is doing. There’s something lovely about figuring out what makes Ochitsubaki tick, even if everything doesn’t pan out for me. Trauma is always worth investigating and it’s likely the subject matter that requires the most experimental design anyway.
Thanks for making this game. It’s awesome.