CONTROLS: press [SPACE] to speak your mind

ACCESSIBILITY: press K / L to slow down / speed up text

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GAMEPLAY

thoughts come to your head - you choose which ones to say and which to let pass. what you say affects what you’ll able to say in the future.

you and your best friend are going off to college, so things are about to change. will you say the right thing so they change for the better?

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CREDIT

i made everything but the sounds, which are mostly in the public domain

"Crinoline Dreams" Kevin MacLeod (incompetech.com)

Licensed under Creative Commons: By Attribution 4.0 License

http://creativecommons.org/licenses/by/4.0/

“Murmur Of Joy Woman” Leoctiurs https://freesound.org/people/Leoctiurs/sounds/428235/

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authoralekai mcadam
GenreVisual Novel

Comments

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Alekai, I think that the concept behind this game is awesome as a one button game. Creating these different conversations out of timed dialogue options feels so cool almost as if time was slowed down in-between the conversation in your head to create the perfect conversation. Overall super solid, one thing I would say is using a font would have done a lot for this game! The art looks really good, but combined with Unity's default font make's the font look out of place to the rest of the art.

This was.... enjoyable. It made me blush.

Fuckin spectacular as expected. This game screams "Alekai": A personal, emotional drama with a rockin aesthetic. Hell yeah, sign me up. Speaking of aesthetics, I think one of the ways to improve this game is to do something special with the font of the text. Everything else looks so nice, but the font is real boring, and it'd be such a quick little fix. The only other thing is that I'd LOVE to know how many different dialogue options there are for each one. If that's supposed to be part of the like, nuanced stress of this game, then I totally get it.

Hey Lex! Very excited to see that you made a narrative focused game! I think most people took the prompt and leaned more towards action games, so it's nice to see your take. I also think the simplicity of the mechanics matches the simplicity of the inputs. Very easy to pick up and understand.

I think my one piece of critical feedback would have to be that it would be nice to have some sort of indication of how many dialogue options there are before silence is chosen as the response. It's not universal between options, and while I do understand the decision to make it "chaotic" on purpose, I think this little bit of polish could make it feel like a controlled chaos, where the player doesn't know what other options there are, but they do know that they could be locked into silence soon.

Even still, this is a great game! I always appreciate a nice non-linear narrative game :)

Agree with all this! I was definitely struggling to come up with a mechanic that felt like an authentic portrayal of dialogue (because you don't know what you're going to be thinking in the future) while also not being boring or unfair to the player. I think the answer to that is probably just that if I had more time, I would have written more so that there wouldn't be those gaps where you're locked into silence at all!