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I know this isn't a serious RPG, but still!

  • Kylaila
  • 11/03/2019 01:44 PM
lavendersiren: Jello and the Valley of Duh

Completed during or for the latest Release the Dead Event, meaning it was a once iced or abandoned project that was brought to completion anyway.

Jello and the Valley of Duh appears to be a simple game based on Pokemon with a thrown in Kirby for good measure, and many many many more references later because when ripping off franchises, why not go full blast?

You are Jello, a Jigglypuff in a sweet village with friends. She was following her everyday life until one day the fourth wall broke and the story gods, accompanied by narrator-san and tutorial-kun, started to mess with her. Things start happening, roads get blocked, a blue bully starts bullying her, she suddenly needs to save. This is where you, the player, come in. Thankfully Jello is hardy, packs a good punch, and cannot be deterred by hallucinations, tutorials and plotholes, so you simply continue Christmas Party preparations, and other little things. You continue the whimsical adventures of silliness and jokes, both meta and not meta, and that's pretty much it. Add a number of flaws such as combat balance, bugs, lacking directions (or non-sense directions) and you get a bit of a mixed bag. It also means that once you are getting used to the humorous non-linear style of the game, you know to expect anything. Which in turn makes every now idea tossed at you feel less interesting than the one before that during your multiple-hour long adventures.

I feel torn looking back at this game. The sheer volume, cut-scene fun (starting from a sweet intro-scenes, to little animations between chapters), silly write-ups and cameos promise a good light-hearted time.

But this game wishes to have it all:
Lighthearted game? Check. Dark sad subplot backstory? Check. Small scope town setting? Check. Random world warping powers? Check. Explore the entire world anyway, except you have no clue where you end up after the next warp? Check. Glitch-out 'dungeon' passage? Check. Minigames? Check. Quiz games? Check (that one was neat tho!). Underwater adventure? Check. Sudden 'we go to this tower because it looks cool' exploration adventures? Check.
And why have all these, nevermind all together? Nevermind with glaring plot points still open (hi Kirby), and others freshly resolved? Why do we suddenly jump objectives as quickly as putting on a new hat? Why do we abandon the friends we just invited to a party only a cutscene ago without even saying goodbye? And why screw the pacing this badly, when the game starts out so slow?

Because why not! That's just what this game does. That is this game.

That's the game in a nutshell.

As it turns out, it is not what I enjoy in games, sadly.

These adventures feel like they are a random compilation of 'cool ideas' that are tossed at the party for no good reason. Beyond a certain point, nothing makes sense. While it started out making sense, albeit it with liberties, the red thread tying it all together later feels either shoe-horned (SAD DARK SUBPLOT STORY hi!), or/and gets ignored once resolved in plot, to then be completely abandoned in favor of the next stimuli the party encounters. Where's the down-time, party? When before simple tasks and goals where accompanied by random diversions, random diversions become their own purpose.

Disclaimer: I quit at the later single party-member dungeon. I would like to review more games, and frankly this is just becoming a chore now. It being an event-revived game, I doubt that the ending will look better than the portions now, given that the entire game felt like a slow downward slope. It does make me miss portions of the game, however.

Writing and Plot

The writing is all over the place and tries to be this way. Even so, this leads to a variety of issues, the largest of which is a clash of themes and atmosphere. Basically: while the writing itself, line by line, or just looking at a single scene, is decent for the most part (bar a few typos), the plot is not. Oh my god it is not.

The game starts out with a kind of opening-theme animation for a cute cuddly world (and is advertised as a cute cuddly world) - at the end of which a short clip of Jello being abandoned is juxtaposed. Piano experienced this as the main theme for the game, and even if that would make the most sense, I couldn't help but feel that the game placed far greater emphasis on the warm cuddly side. Not just because the dark is ignored 99% of the time and resolved the moment it is explored, but also for the simple fact it had no screen time. The opening sadness I experienced was a pure clash without purpose - I felt it was simply out of place, except that it kept coming back in small doses. Eventually the resolution felt more of a way to justify character traits, or to fill plot holes with available material - such as the rage mode that Jello falls into (she basically has a really bad temper). In short: these dark sub-plots feel as though they were not fully fleshed out or planned out from the start. If they were, and this sub-plot is meant to be taken seriously, then the execution is incredibly sloppy. I believe the game would have been better without these subplots, myself.

Jello has a rage mode. Given that these are pokemon and Jigglypuff has been characterized as a crazy prankster to begin with (lulling to sleep and pranking people being the only thing I remember from the anime), this does not necessarily require an explanation. You are given one anyway. It was a 'natural' rejection to having a friend taken away. To turn crazy violent and unpredictable when angered, stressed or annoyed, because that's obviously how trauma works. It is this craziness that drove her parents away (and allows them to still be on good terms with her even though they abandoned her willfully). So the parents 'had' to abandon her because they saw no better way, and they also drugged her (because they are just crazy like that) which conveniently explains her only being abandoned once of age, rather than when she was so young she couldn't possibly remember all of it. You see, the parents aren't supposed to be that cruel. Which also 'explains' her having no memory of her childhood friend and all these events despite having been of age. Because drugs. All these memories conveniently resurface once Raiblu says something about it, and not a moment sooner - not even a hint. They also resurface in a way that is not at all traumatizing to Jello (or any more than she already is), and the group then conveniently decides to immediately visit her parents who rejected both Raiblu and Jello without a hint of worry, hesitation or consideration. The bulk of decision-making being carried by Raiblu who literally just joined the party and we literally did not get to know in the slightest... They really did that. Parents who then after a bit of bickering accept them, and accept Raiblu in a way that spells future hubby. One scene you just remembered you know him, and in the next big scene you are meant to be together for life. Duh.
Conveniently the village in which Jello has lived in for the longest times after these events is aware of rage mode (Pikachu is, at least), but clearly doesn't seem to have any problem with it existing, or working around it. The same rage mode that made her actual parents move away and not once visit her after having abandoned her. Let's also not forget that the switch into rage mode is often used for comedic purposes. It makes Jello get ahead when things get tough, it lets her get mad when she needs to be. It even makes for an interesting in-fight buff that only really triggered once for me.

I am not sure about you, but this smells like a case of trying to have a cake and eat it, too. Either let the rage-mode be a real menace or try to find another explanation. 'Oh but Jello was abandoned when she was younger and has since been able to train and get used to it! Or the people around her might have gotten used to it!' one might say. No, not when Jello is unaware of most the things that affect her, and if a little bit of patience was all that's needed, it wouldn't have made parents turn away immediately and never once come back. And even if that was possible, we see nothing of that process, hear nothing of it. No 'oh you used to be so thorny!' anywhere.

In the same vein Raiblu is of course a tortured misunderstood soul who was meant to be used for experiments, but didn't qualify in the end and was abandoned because humans are trash. (I ended at the point where we may still meet these humans. NPC talk does hint at humans aiming to take Raiblu back because experiments gone wrong.) Now, by and large Raiblu's characterization is much, much better because he never seemed truly hostile to you at the start where you fought him, and does seem to still be affected by the stigma (not even attempting to challenge the villager's negative perception of him, and it also explains his survival skills). The only obvious question mark I had playing was that once Raiblu revealed that he used to be a childhood friend of Jello's, the party immediately drops everything else and trusts him completely, and doesn't seem to have anything to catch up on in dialogue, nor really do anything with him. Oh sure, Jello says they have 'so much to catch up on' - and then proceeds to not talk about anything. The revelation feels like a device to steer the party away from Duh Village towards other places. I mean, childhood friend or not, having just remembered him means there is a period of re-familiarization in order. Good friends then doesn't automatically make for good friends now. That, and all other villagers suddenly being boring and not-real-friends and 'I never liked them anyway' people is too much of a coincidence and suddenly dropped (especially when Kirby is a jerk 70 percent of the time he speaks, and gets the privilege of tagging along and be a best friend simply for the fact he is there and the plot demands it).

Forget what I said about Raiblu being believable. Also typo.

Okay, fine, this is a comedy game to begin with. Ignoring this clash, there is another clash in setup that seems to be ill-planned and that is the importance of Duh Village. Perhaps this is just my misinterpretation, but I expected the game to largely play around Duh Village and its immediate surroundings. I quite liked getting to know its slightly changing areas and inhabitants (the stone-clearing Pokemon is the absolute cutest! And I am still shocked I couldn't invite them as either a date for our friend or a regular guest). It was lovely to see the same surroundings at different times in different seasons, and I also expected the game to end once I have seen all of them. At some point in the story, however, we just completely and quickly abandon it without any foreshadowing and without any way back (likely to avoid needing to write new dialogue for the town people). Up until then, the story may have taken detours for silly reasons, but they were still centered on or caused by events taking place in Duh Village. When until then the plot tried to find a way back for Kirby who crashed here, it completely abandons that idea, or any idea, really (it might be picked up again once the immediate stimuli around the party wear off, later. Probably). The adventures that follow feel less memorable and less important simply for the fact that we just pass by various towns we have no connection with, and will never return to. Duh Village is taken as a phase, a phase that will be discarded immediately once something different comes along.

Discarding Duh Village so easily was a huge bummer to me, because it made for a hub to return to in the midst of all this insanity. You visited dreams, pirate ships and even alternate worlds, but you always had this place to call home, with your own house to boot. I really enjoyed the comfort of it, and it contributed to most of my enjoyment of the game. It is no surprise that I really started losing every bit of interest that remained once I left it behind. I quite like having a bit of a homey feeling, a bit of comfort, or just some baseline of thought somewhere. Any sensible plot-line was abandoned, and so was your house.

The Humor:

So what's really left is the humor, the majority of which relies on a sense of surprise and unexpectedness. These surprises come in ways of fourth wall breaks (such as being told to save even if you never before had to), in having sudden changes of scenery and in cross-overs of different series and their interaction (mostly Zelda), to the point of completely jumping game worlds because nothing is sacred. A lot of these jokes build on the player knowledge which crosses different game universes, but which our protagonist Jigglypuff never heard of and pays no respect to. Additionally, our Jigglypuff isn't even very savvy when it comes to her own world and expresses amazement witnessing the simplest of things, such as a rack "having holes" when that's the normal design principle. There is no end to references (also to the human world, which includes even a perplexed observation of human racism), and many many screenshots could have been chosen to add flavor to this review.

My favorite line of the game.

Other scenes play with realistic expectations and just drop silly jokes (such as a Pokemon trying desperately to clear rocks having tons of resources and food to bulk up. eventually they manage to clear these rocks too!). Probably the best scenes involve subtle references to quirks of the games, with the most notable example being Missingno, and how cruel it is for these Pokemon to be wiped off the face of the earth simply for existing. We even have the original graphic appear in-game (even though the dungeon to reach them was a chore to get through)! Other times type advantage factor into cutscenes where I would not have expected them, and that was lovely to see.

Another layer is added via sound-effects, music and art-direction. All of which can be a bit intentionally off and sloppy at times. A lot of cut-scene art looks quickly made, but adorably so (and you get a LOT!). A variety of game-series' tunes are remixed (such as Majora's Mask's song of healing), others added - such as the whimsy battle theme, which does not sound serious at all. You are warned about trees (who constitute the majority of enemies you can fight). There's tree stumps, green trees, and marsh green trees - needle ones! They even drop wood you can find. There's also bushes and later flower monsters. Other enemy types include blocks of ice and rocks. It's quite hilarious as it is whimsical.
These details naturally spill over into menu and item design, and you can protect yourself with cardboard and similar, but also buy stat upgrades in the flavor of Pokemon stat boosters such as Protein.

Overall the humor is decent, quirky, and never takes itself too seriously. Evil-doers are pointed out miles away, and nothing is sacred. The only down-side to the sheer barrage of different jokes and references is that a certain amount of unpredictability becomes expected, and a lot of the sudden changes lose their impact because of this. It's consistent and has its own style, though it slowly wore off for me, personally.

Gameplay and Quirks

Gameplay is a very straightforward 'go talk to person' business. You explore areas, talk to people and progress the story this way. There are a variety of enemies in your way, most of which you can avoid as they are on-touch encounters and move slowly (the combat uses an ATB system). Because they are relatively easy to avoid, later areas simply spam more enemies (which made me want to avoid most of them on those occasions).
There are a few extra items to find here and there, with candy wrappers being the most elusive goodies to find in trash cans (no leftovers here, sadly).

Battles use the are mostly utilitarian. Spells are Jigglypuff themed and Rollout had a specific story-use that made it hilarious and wonderful to remember by (what's more satisfying than smashing hordes of zombie pirates in one move?). Sadly, magic (or moves as they are called) is very weak in general. Even though Jello has far higher magic than strength/attack, her attacks dealt as much if not more damage than most of her magic. Magic still was a good backup for hitting multiple enemies at once, and still strong later as Jello does have exceptionally high IQ (not my words, the game's). I just used her normal attacks way more often, as they require no mana (or equivalent), and could be spammed faster - that's what ATB systems make me do. It's a bit unnerving.

I felt that later on battles became a bit more of a 'spam room full of enemies' affair (the mountain passage in particular), and just slowed down once you had a full party of three, when before that it was a bit quicker. It is a natural consequence though, seeing how Jello just smashed through everything before - which, to be fair, I actually really like for light-hearted games like these. She was squishy enough to require healing now and then, but she was strong enough for me to quickly proceed.

What I liked about the combat system was that it made you stock up on items a lot, as you required healing fairly often and had no spells to do so. It also offered power-ups using money. Therein also lied a problem though: Jello is the only party member you always had with you, and will have with you (or so I thought). So I naturally favored her when it came to distributing those extra power-ups (also because her lvl is far higher than the other party members, due to them joining later at fixed low lvls, and they never really catch up). Kirby was virtually useless (weak and slow both), and while maybe his magic was okay, I rarely made use of it. Raiblu had relatively high Atk and Speed, so that made for a decent hitter in combat. Later on you will have to work your way through a dungeon without Jello, though, so that might catch you by surprise, so stock up on your healing items.

As for the quirks... well, there are numerous. While the game aims to be packed full of different things to do, clearly time was short and a lot of polish is missing.

- There are two mini games in Duh Village that you can play. One is completely bugged (lvl 1 gives you a game over the moment you start it, lvl 2 doesn't register your hits), the other is functional, if easy. It is a nice distraction and clearly they weren't designed to be a major challenge.
- There are numerous typos which are so consistent my brain slowly attributed them to Jello, but which realistically are just that, typos. There is also one in the description of Raiblu on the game page, where it states "definately" rather than "definitely". In-game, there seems to be a bit of a consistent overuse of 'i's where 'e's or 'a's should be (such as 'tenticles' instead of 'tentacles' and 'obsticles' instead of 'obstacles')
- When you meet the zombie pirates, the first event of a mass encounter repeats. So if you go back, or try to exit the ship in the direction you entered (say, when you think you could just get the other people out of there), you will encounter them again. In the same area, any on-touch encounters actually do not trigger until you interact with them (spacebar/enter).
- Before you go into the underwater world, you can already reach the later exit of it with the same dialogue box you see after leaving it.
- Poor 'works super hard to remove rocks' pokemon does not count towards people you like or invite to your party in the village.
- After leaving Duh Village, you can already go to a large area on the right side you are not supposed to go to. You will find a long-ish dungeon with dead-ends and fairly powerful enemies. Sure, you might argue you can avoid that if you read the signs - but these signs are on the other end of the map, aka in the direction you need to go to.
- After leaving Duh Village you were led around in such strange paths I lost any sense of direction whatsoever, and I suspect it stopped making sense at some point. You also lose any ability to backtrack it. In the end you are magically sent back to a forest presumably beyond the dungeon mentioned above. (a minor quirk, perhaps, but it bothered me with how compact and neat everything else was).
- There is an item bag in the mountain/ice shrine dungeon which you could not open.
- What you could and couldn't trade for candy wraps was absolutely confusing
- Returning to the mountain-side map beyond the little forest in Duh Village during later summer brought you to a map with minor mapping issues - one tile of the big tree is missing.
- There are various issues when it comes to where you can and can't walk over tiles. One cavern leading back to the Duh Village had waterfalls you couldn't walk behind, other times you could walk over edges, onto mountains etc. The boat landing spot where none should be I encountered as well.
- Kirby's a jerk.

All in All:

This game has a lot in it, and it is missing a great deal of polish. I would have preferred a shorter, but more focused experience, and I miss the Village of Duh (which could've well been called something else, but ... it works).

The Good:

- for the lulz activities
- some good subtle humor
- not-so-serious adventures
- trees
- cut-scenes + drawn animations
- cute houses for the characters
- tons of Pokemon rip-offs
- tons of surprisingly elaborate rip-offs
- meta-humor

The Bad

- repetitive gameplay / story pace
- too many random twists to be surprised
- no consistent meta-humor interaction (later only thrown in at random)
- the plot makes no sense
- the plot tries to be more than it is
- team is imbalanced
- long build-up for setting + character + story backdrop that is abandoned
- no down-time between segments (after Kirby chimes in)
- lacking polish

Jello and the Valley of Duh is a project with a lot of effort poured into it, but I feel it loses its edge quickly. It started strong and slowly went down-hill from there - most of my laughs I had right at the start, and few later. It might be enjoyed well in smaller doses, though.
If you are looking for a random game for the lulz - this is well worth a shot.


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Thank you for your review which brings your detailed perspective to light.
Honestly, I kinda blame the very same story writing tips that I read back in the RRR days for tilting the tone in a serious direction. Then again, I wasn't entirely aware that my primary mode of writing is comedy and not necessarily heavy drama.
That being said, I did notice the clash of tones earlier in development. Unfortunately, this game kinda got larger than I could handle and I don't exactly do well at absolute re-works. So instead, I decided to make the clash of themes a theme in itself in chapter 8.
I sorta see this game as more of a home away from home than a product designed for others. A place to put my worries and escape from them with something that could make me laugh.
I feel if I had somebody to actually work with me on this game, especially earlier on, it would have had a much more solid product factor.
I'm actually kinda surprised that somebody actually liked Duh Town as a recurring location. After a while for me, it just sorta started to get bland. Not to mention how I set it up later on as being not as nice as it once seemed (on account of aligning with the local menace and an alien). I may have leaned a bit too much into the drama, especially later on in the story.
Hopefully my later works turn out better, and maybe another day I'll make something comedy focused that doesn't fall into the pitfalls of contemporary game genre expectations.
Thanks for responding! It felt like it just blew up a bit, and I see no problem with how it turned out. It's a hefty meaty game, so congrats for just pulling it all together and finishing it.

As an aside, another tester's insight would probably also help for the feel of things. It's no surprise the town got bland to you as a location - there is not too much happening there (except the small changes like paths being unblocked by sweetie), and you as a dev spend copious amounts of time everywhere, so you'd get tired of it far quicker than any player haha. Additionally, I just tend to enjoy having a home base of sorts (like returning to Gothic 1 areas in Gothic 2, and so forth), so it's a bias of mine as well. That said', it's the 'there's not much happening there' factor that's precisely WHY it's such a good homebase. Just, some rest and peace and no craziness-area = homebase.
Chapter 5 is probably the longest chapter in the entire game, especially considering it also has chapter 5.5 right after. It almost seems like its own game in terms of scope. However, the chapter count always ticks forwards after the party makes it back home.

What I want to know most is, if I were to make large changes, what directions should I take? Should I focus on the misfit found family themes of the second half? Should I focus on the nonsensical comedy of the first half? Should the serious elements be given early spotlight or scrubbed? Which plot threads should I focus on?
I don't know what to refine this game into anymore.
Chapter 5 is probably the longest chapter in the entire game, especially considering it also has chapter 5.5 right after. It almost seems like its own game in terms of scope. However, the chapter count always ticks forwards after the party makes it back home.

What I want to know most is, if I were to make large changes, what directions should I take? Should I focus on the misfit found family themes of the second half? Should I focus on the nonsensical comedy of the first half? Should the serious elements be given early spotlight or scrubbed? Which plot threads should I focus on?
I don't know what to refine this game into anymore.

If you want an honest opinion (and hey, I think you yourself said it before) Don't feel pressured to make changes that you don't feel comfortable doing. Like your experience with RRR, where they made you add stuff that wasn't necessary at all and it didn't mesh that well with the game. Besides, the game is so big that making story changes would take a lot of work, and I don't know if those changes would work at all.

But if you really want to "refine" the game, well... Off the top of my head the things that need the most work are the plot with Jello's parents (It had so much buildup and it was resolved so quickly, without any big impact) and the tone shift of the last chapter (I'm actually ok with the plot of stopping Dialga, and even when the end of the world is near you still had some space to add comedy (for example, Giratina)). But like I said, it requires a lot of work to do (How do you change Jello's backstory without changing everything? What do you do with Raiblu?) so unless you want to make the game from scratch, I suggest you only make small changes.

Oh yeah, and you should focus on the comedic elements, even if they are nonsensical. Because (at least for me) that's what this game is all about, a fun comedic game where stuff just happens. A section that parodies Ace Attorney with a Kirby that copied lawyer abilities by absorbing the powers of a wig? A secret cult below a town that worships a Diglet? Visiting Giratina in the middle of their bath time to ask for help to stop an asshole Dialga? If you were to take out all of that, then the game wouldn't have anything that makes it stand out.
I'm tempted to do some condensing and map rearrangement in a later separate version. Something with less drama focus/drama interleaving. The parent abandonment plot, as well as most of the mountain climb, will probably be tossed. Raiblu's plot might need some reworking, considering a lot of it is sad-for-the-sake-of-sad, and the romance plot is kinda leaned into to the point where kirby is practically forgotten, so that'll prolly be best scaled back.

Of course, old version will still be available for historical reasons, but if this game is to become something worth playing, it's gonna need a lot of overhauling in the second half.
(also, I still need to fix the borked 2nd chapter area)
El_Waka already pointed out some things. I'd just add that you don't need to have all the tragedy clearly foreshadowed from day 1 to have 'em in there (or, well, opening in this case I'd happily scrub the dooom off, but it didn't seem to bother the others, it seems).

Short answer though: Either works. There is no one direction you need to take this game to. You could even keep both (a major problem for me was lack of down-time .. more serious dialogue if given a bit of space doubles as down-time).
You just recently finished it - if you ever want to rework it, give it a month or two before looking at it. The same way you can't proofread a text you've just finished, I imagine it's not easy to know where you want to take it to. So don't fret over it. At least for me, letting things cool down first has always helped me know what I actually want to do with it.

The question Nr. 1 I have for you is.. which direction would you want to take it to?
Given that it offers so much you could take it into any of them and make it work. I suppose comedic might be the easiest route though, given that it's the bulk of the game. The issue isn't so much the things you were trying to do, but the uncertainty and muddle between them. (like, if the gamepage hadn't advertised Duh Town as the main avenue, I likely wouldn't have thought that that alone would be the game, and if jello's recurring dreams weren't the only dark foreshadowing, Raiblu's wouldn't feel as shoehorned - apparently he's a bully, but peeps mostly just ignore him. How about some actually mud flung?)

Question Nr. 2: Do you even want to work more on this game or would you rather work on other projects?

You are always free to move on. For whatever reason, even if that reason is 'IDK DONE'

Edit: Well, I read the update now ahaha. That sounds like a very good take tbh. The mountain climb didn't seem to offer too much. (except a bit of Kirby backstory)


As for Jello's backstory .. I think there'd be a few options? Suppose Jello actually was left behind because she saw Raiblu and jumped out before her parents noticed (being on the back of the van or sth). Said parents, who were new, inexperienced and a bit overwhelmed by being parents, just went into a bit of a panic upon realizing way too late. They didn't even know where Jello dropped off, and they were ashamed to face up to it, and so just kinda awkwardly kept putting it off, hoping that Jello is out there safe, rather than wanting to check and know for sure. Jello found herself abandoned and left alone and probably waited for parents to come back, but they never did. She blocked that part of memory out, and tries not to think of it (that's an actually psychological thing that can happen. I've had times and topics (and memories thereof) suppressed for a whole year before realizing HOLY MOLY HOW COULD I FORGET THIS. That means it can be triggered up tho, which friends and peeps usually don't wanna do if they know)
Even if bit ridiculous, it'd make for a great punchline of "You were just gone! Where were we even supposed to search for you?" - to which SLAP jello can get rightfully angry.
It'd need re-writing but you could likely keep the pace, and also have Raiblu reveal everything (I still think having it in the happy opening is a bit pushed, but it didn't seem to bother anyone, and it can be easily overlooked).

So, how do we have Raiblu on the other side? Well, maybe they got into a fight a while back because Raiblu suggested they search for her parents, or maybe they just fought over sth totally ridiculous. Subconsciously, Jello might have also started avoiding him more seeing how she kinda got abandoned trying to say goodbye. Parents can still not like Raiblu (even moreso finding out he is kinda the 'cause' of the disappearance, lol).

Also it's pokemon, jigglypuff in a rage sounds appropriate throughout the story. We know Smash too. Cute n cuddly as they appear, they were used as fighters same as anybody else.

Yeah, I will give it a while to marinate. I do have my other games to focus on after all.
Next year or something I'll see what I come up with. A possibility might be remaking in a different engine if only to have a chance to rebuild from the ground-up without being surrounded by years of distracting amateur decisions, now with the chance to distill it into something more refined and focused.
(though if I want to have the trial section in and functional, I'd have to study the heck out of it and hope that the underpinnings of the next engine support the eventing methods I used.)
Thank you again for being so supportive and helpful, even if the low score does kinda hurt.
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