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Finally had the time to sit down a play this! I enjoyed it overall.

The story was good, though as invadererik mentioned below, did feel a bit similar to See Who I Am. (I went into this expecting it to be a sequel to that one)

I know you mentioned the gameplay was a bit rushed, and while that's clear I still liked the new variation on combat.

If there was one thing I'd like to see updated with that it would be more forward-visibility when walking. I'd always be right up against the edge of the screen, and see attacks incoming way before I could see any enemies.

I'm not sure if I got all the endings? (Blue pill, and two slight variations on red pill?)

Glad to see more games coming from you, even as you've scaled back your game-dev presence. I'll be here for the next one, whenever you find the time!

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Thanks for playing!

The camera and a lot of stuff happening offscreen is definitely an issue. I should have put the movement triggers closer to the middle, as you suggested, and probably moved the camera out a little.

I think you found all the endings. There are some slight variations in the last scene depending on earlier decisions, but these aren't distinct endings. I do wish I had time to put in something indicating which endings were found.

I guess the game part of it is mainly there to... not just be a VN ?

Its short and nice, if somewhat of a repeat of See Who I Am  .

I guess I hope it ties into the other story line and
looking forward to the bigger meta developing. 

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Thanks for playing!

It's kind of a repeat of Shattered in that way, where I came up with the narrative first and then had to figure out some gameplay for it, though I actually started working on the gameplay first this time. It was definitely a bridge too far to do both with the resources I had and the gameplay really suffered, but I needed story for this jam, I did want some gameplay, and I really wasn't feeling like making cutscenes for all those critical story beats.

I've done way too many origin stories in general. I think literally every story-driven game I've made in the past few years that wasn't a sequel has been some form of origin stories. It's an easy narrative that's comfortable to me, but I'm definitely running out of variations on it and I really ought to do something else next time.