I find it interesting that I never got to use the axe. It's really cool that the NPCs were reacting to it, but I find it interesting that its impact on gameplay are entirely based on the impression that other people get, rather than its use as a physical object.
quixoticanine
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The sequence of backgrounds that slowly reveal more and more of the surroundings is really clever, as it (along with the audio) helped immerse me in the player's perspective. I may be imagining this, but does the text appear more slowly as the player gets colder? If so, that's impressive coding, and it's like my thoughts are slowing down to hypothermia.
I saw your post on Bluesky from when you were making the background, and I’m so sad that the tree shadow didn’t stay! The random musings about how to talk to people are super relatable, although I’m ashamed to admit that I didn’t watch enough of One Piece to get the reference. The time aspect is also interesting, although I was writing this comment both times it came around and missed it.
I didn’t actually realize that any option could kill you until I saw GrumpyMoss’s comment, but I love how this game emphasizes the importance of self-care underneath a crushing workload. It is a bit disheartening to see that all of my hard work choosing healthy options (ugh, lol) resulted in exactly the same end screen, but it sounds like that’s a bug and not an intended feature.
This is super simple yet effective. The aesthetic has a really calming effect, and I love that you can tell that some things are drawn by hand. I’ll admit, I’ve been looking for a deeper meaning (that’s what the prompt for this round of comments was), but sometimes there just doesn’t need to be one.
The premise of this is hilarious, and I've gotten some of the same stories--although none so far have involved dragons, unfortunately. The perspective shift induced by the changing pitch of the ground is really interesting, as it was a fun challenge at first and then got more and more disorienting as it grew steeper. I couldn't actually reach the school doors (I think that the player character is too big, or the school too small, or perhaps there's a barrier in the way), but the climb itself was very fun.
I definitely got backrooms vibes here, especially with the uniformity and offensive blandness of the two accessible rooms. The storytelling, particularly in the first room, is particularly interesting; you were able to communicate events and mysteries through relatively simple props (the desk chairs' placement, the dangling telephone, etc.) which brought the space an intriguing sense of interrupted life. The audio attached to various objects added to that effect--I found myself hunting down all of the different sources, just to see whether they would have any clues as to what happened in the office.
I'm extremely impressed by the scale of everything in relation to the player--it's dead on, which is really hard and painstaking to do. I also genuinely thought I was losing my mind for a second when things started moving and the phone started chiming, only to revert back to its original state and become an endless loop of insanity. That, of course, fits the theme; even the sudden moves to a different scene and subsequent teleportation effect adds to the feeling of unreality despite the hyper-realistic setting. Great job!
The use of light within this space is incredibly compelling, as it highlights the exact path you want the player to follow. There's just enough light to create interesting landscapes, but not enough to distract from the core story you're telling. I love the echoing text effect (and I'll absolutely try to copy it when I get the chance, lol). There's something simple yet beautiful in the frozen, color-coded remnants of Echo and Narcissus' conversation.