Yeah, this was pretty solid work. The writing felt well paced and wasn't painfully dulled out like so many other VNs. I liked Momo and thought she was a neat character. I hope you keep working on projects.
and / or / however
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Danke, and yeah, despite the best efforts of the world around me, I have no plans on stopping anytime soon.
As for the unconventional design, it was partially motivated out of wanting a way to design scenes without having to build a whole editor. It was very easy to make everything click-to-drag. I left it in cause I liked the texture it provided (and we are kinda obsessed with point-and-click and drag-around mechanics. Easily our favorite thing to have in a game).
I am done with developing for Android, please see the following:
https://www.sheeeeeeeep.art/i-am-done-with-android-forever.html
Extremely flattered by your comment. This was a bit of an experiment in presentation for me. Some decisions were dev tools that I decided to leave in for someone to find (such as all object being movable). I happy you found them cause I realized after posting I completely forgot to explain the controls.
Thank you! And, I'm doing much better these days.
This project was a distillation of my life, my struggle trying to resolve the absurdity of making things in this upside-down world, and my feelings as my field and communities turned to slop. Also, a lot of it is projecting my trauma from my short lived software development career in 2022.
I got chewed up pretty badly by a hellish start up as my first job (a start up that would close down a few years after I left). It left me out of work for years. I struggled to find a job with a huge gap in my resume. AI was just starting to take off and make searching for work feel impossible.
My career lasted merely 11 months. I never got something long and storied to reflected on. Just fizzling out with a whimper. The hardest part of this was abandoning a years long project (Chitinous Carnival) cause I just couldn't keep pushing it forwards. I was running out of money and needed a steady job instead of something that could vanish any second.
I eventually found that new job in a new field, but it was rough. This project was started after I implode pretty badly. It was a whirl wind of just everything hitting me all at once.
The first parts of this game I wrote out was The Boss's final interaction with you. I was very much in a bad place. Just raw unfiltered anger and wanting to capture the blood thirsty mindset I saw coming from the world of AI.
The happy ending was something that came after shelving this projects for several months. It was nice coming back to it with fresh eyes (and also months of therapy). It was rather satisfying ending this whole piece with "they got what they wanted. they'll get what they get". It's been my feelings as I watch the industry cannibalize itself: they got what the wanted (cheep labor), they'll get what they get (even more broken and unmaintainable code, burn out, skill lose, etc. etc).
But, I'll still be here. Despite the best efforts of many people, I'll still be coding things for myself, for the fun of interacting with a computer, for the arts and crafts. And when it's all ashes, I'll be here to press it into a pencil for my next bit of art.
Works of inspiration in no particular order:
- /__site/jarshooch.itch.io/peen-peen
- /__site/jarshooch.itch.io/psyche-e
- /__site/pantagruel.itch.io/discover-my-body
- /__site/pantagruel.itch.io/water-womb-world
Tho, the final idea came to me while on a walk. I believe it started from the idea of "what if the whole level was controlled by an uncaring cellular automaton that you had to pray to for passage"?
Figured I'd crosspost my work on MOLD here too. I originally made MOLD for the langdev gamejam. I have a whole set of devlogs about it on my DecAdv. Basically a little ASCII grid-based game making tool that utilized a catlang under the hood. I have recently been tying up some loose ends around allowing longer scripts to be edited: https://social.nouveau.community/@andnull/116732615234943163
I was not prepared for that final paragraph of the opening. If I had been drinking I would have definitely did a spit take. The character writing was pretty solid and there was little moments that got me chuckle (or wince at how painfully real they were. That "I heard she did something problematic", had to close my eyes for a second there. Really how it be). I rather like that the golfing aspect was made casual rather than punishing. I did think level 8 represented a very sharp spike in difficulty having to pull off a little rebound shot.
I look forward to the world being able to enjoy kegel golf in peace and harmony. RIP moon tho...
First pass, I was completely distracted with the UI. But on second pass I could engage with the story and oof, ouch. I don't think I have any notes aside from it being well written and I could feel the pain of Al. I like the presentation for the personalities.
The outside world being present through a webcam window definitely captures that feeling of disassociation accurately.














