First time playing this type of game and some interactions amazed me like moving my thumb to use the phone. It's a little disappointing that the music app didn't play music but hearing someone calling is a wow moment to me.
The story's concept didn't really progress. Progress is not necessary for anything in the world but the story feels like could just happen in one's own imagination. Nothing is changed and no one is learning anything even we players. I couldn't know more about how a person Wendy is like, why the heroine is obsessed with her to an extent that was willing to suffer for her, and love or friendship is too vague to be an answer. In a short reflection of heroine, she noticed she may need Wendy to be like this. And the reason is that she could only get some sense of achievement or reunion in this kind of relation. But why? Is it because of her past, her social class, general social condition or ... Personally if the game dig just a little more into these kind of stuff would be nice.
But after answering the call, the game intensified. As the phone clock ticking, I was nervous and focused, trying to get to the roof as soon as possible. In that moment I fell like I was really saving a person, and feel much sad for this ending. Really love the game!
Thank you for your feedback! I'm really glad to hear that you enjoyed some of the interactions and that the ending also provided the intended experience.
Here are some of my thoughts:
1. I’ve considered adding music to the game, but Bitsy’s sound system require me to compose the tracks by myself, which I’ve tried before without much success. Another concern is that the default sound style is 8-bit music, and I’m unsure if it would fit with the overall style of the game
2. Regarding the story, I agree with your perspective. Since it is based on a personal experience, I may expand the game in the future to provide more narrative depth and further explore the emotions and relationship between the two characters. Another approach could be to make the memories more immersive—allowing the player to revisit and experience past moments when a memory begins.
Thank you again for sharing your thoughts with me!
Thanks for your detailed reply! It feels nice that my feelings were read thoroughly. Considering system’s restrictions it is understandable, and you still made the phone call sound which is great! And it is nice that you always tried to improve and already have some good ideas for the future work! Looking forward to your future work wherever it is! 🤞
It takes me three times to safe our friend, Wendy. It's sad that in reality, we don't even have a chance to notice our friend's need.
It's a good game. It got nice art and details. Storytelling is very touching. The mechanism of this game is also intersting, especially the colors, it took me some times to figure out how it works, though.
The only thing that might make my experience a bit difficult would be the texts. Sometimes sentance just break in the middle of nowhere and I have to press my keyboard to finish the sentance. I get that the column is too small for one sentance, but perhaps the author could adjust the sentance break to make our reading become smoother.
The pros outweigh the cons. I still recommand this game. It only takes you about ten minutes, and gives you a fragment of one's very special memory or a part of its life.
I wish anyone in this world won't need to suffer that burden.
I'm really glad to hear that you enjoyed some parts of the game, and I can feel your kindness through your feedback.
1. Regarding the colors, this is my first game made with Bitsy, so there are still some features I haven’t fully mastered. Since Bitsy only has three default colors, it’s a bit challenging to highlight interactive objects. However, each tile can actually be animated with two images. To indicate interactable objects, I could create a animation (for example, the door in Ending 2 uses this effect to guide the player to leave)
2. Sentence structure has been a challenge for me. The default dialogue box has a fixed width, so the text can only be displayed in a specific format. Sentences without periods seem awkward when they break in the middle. I may need to adjust the sentence structure to improve the reading experience or explore other ways to make the text appear smaller.
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First time playing this type of game and some interactions amazed me like moving my thumb to use the phone. It's a little disappointing that the music app didn't play music but hearing someone calling is a wow moment to me.
The story's concept didn't really progress. Progress is not necessary for anything in the world but the story feels like could just happen in one's own imagination. Nothing is changed and no one is learning anything even we players. I couldn't know more about how a person Wendy is like, why the heroine is obsessed with her to an extent that was willing to suffer for her, and love or friendship is too vague to be an answer. In a short reflection of heroine, she noticed she may need Wendy to be like this. And the reason is that she could only get some sense of achievement or reunion in this kind of relation. But why? Is it because of her past, her social class, general social condition or ... Personally if the game dig just a little more into these kind of stuff would be nice.
But after answering the call, the game intensified. As the phone clock ticking, I was nervous and focused, trying to get to the roof as soon as possible. In that moment I fell like I was really saving a person, and feel much sad for this ending. Really love the game!
Thank you for your feedback! I'm really glad to hear that you enjoyed some of the interactions and that the ending also provided the intended experience.
Here are some of my thoughts:
1. I’ve considered adding music to the game, but Bitsy’s sound system require me to compose the tracks by myself, which I’ve tried before without much success. Another concern is that the default sound style is 8-bit music, and I’m unsure if it would fit with the overall style of the game
2. Regarding the story, I agree with your perspective. Since it is based on a personal experience, I may expand the game in the future to provide more narrative depth and further explore the emotions and relationship between the two characters. Another approach could be to make the memories more immersive—allowing the player to revisit and experience past moments when a memory begins.
Thank you again for sharing your thoughts with me!
Thanks for your detailed reply! It feels nice that my feelings were read thoroughly. Considering system’s restrictions it is understandable, and you still made the phone call sound which is great! And it is nice that you always tried to improve and already have some good ideas for the future work! Looking forward to your future work wherever it is! 🤞
It takes me three times to safe our friend, Wendy. It's sad that in reality, we don't even have a chance to notice our friend's need.
It's a good game. It got nice art and details. Storytelling is very touching. The mechanism of this game is also intersting, especially the colors, it took me some times to figure out how it works, though.
The only thing that might make my experience a bit difficult would be the texts. Sometimes sentance just break in the middle of nowhere and I have to press my keyboard to finish the sentance. I get that the column is too small for one sentance, but perhaps the author could adjust the sentance break to make our reading become smoother.
The pros outweigh the cons. I still recommand this game. It only takes you about ten minutes, and gives you a fragment of one's very special memory or a part of its life.
I wish anyone in this world won't need to suffer that burden.
2025.1.15
I'm really glad to hear that you enjoyed some parts of the game, and I can feel your kindness through your feedback.
1. Regarding the colors, this is my first game made with Bitsy, so there are still some features I haven’t fully mastered. Since Bitsy only has three default colors, it’s a bit challenging to highlight interactive objects. However, each tile can actually be animated with two images. To indicate interactable objects, I could create a animation (for example, the door in Ending 2 uses this effect to guide the player to leave)
2. Sentence structure has been a challenge for me. The default dialogue box has a fixed width, so the text can only be displayed in a specific format. Sentences without periods seem awkward when they break in the middle. I may need to adjust the sentence structure to improve the reading experience or explore other ways to make the text appear smaller.
Thank you again, and may your wish comes true.