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The Princess' jumping animation and Tox's running animation do look a bit stiff, but otherwise this is spiffy. Rik is particularly well-animated, it really gives off the sense he's experienced with parkour.

The music's nice! Is it from the game's soundtrack?

White Sky

What should I do when I have to hide in that small closet where there is a key, and I have to blog the door so Toby won't come inside and kill me?

Just keep standing there for a really long time. You should know when it's safe to move.

And in my experience, art and any creative skill in general is increasingly seen as a "hobby" that is often looked down upon while academic skill is glorified.

Huh, really? I think it does depend on the area. Where I come from there are a lot of art colleges and artistic pursuits are encouraged, even though our high schools' art programs aren't the best. It was probably worse a few decades ago, but liberal arts seems to be experiencing a resurgence now, at least in terms of academic favorability. I'm an engineer though, so I wouldn't know the details of what that world is like. :<

White Sky

I found some typos and glitches:

  • There are a few ellipses that have four periods instead of three. (The “..I'm sorry” in the kill-Toby branch also has two instead of three.)
  • If you tell Blanca's dad you need something the next morning, he'll say "you wont disappoint me"
  • Examining the house will say "But dad said not to go in" -- since it's used in place of a name, "dad" should be capitalized.
  • When you first visit the abandoned radio tower, Toby says "there's definately something up there"
  • If you go towards the school at the T-junction outside Toby's house, you can't go back. Intentional?
  • On the fourth day, after the house disappears, you can walk over the sink in Blanca's house.
  • Toby's black eye disappears when talking to Maria.
  • If you go to school after reading the "We will find you" notice, the next day the narration will still say it's new.
  • Toby will say “the front door's down there” in the lobby of his house even if he's not in the party. He'll also lose his black eye if he has it.
  • At the start of the… fifth visit to Toby's house, I think? The one after the castle. You can leave the first room without talking to Toby, but you can't go back afterward, leaving you unable to continue the plot.
  • On the second visit to Toby's school, Toby still narrates the description of the nurse and principal's offices as if he's still in the party.
  • And not exactly a bug, but I have no idea what to do in the kill → not friends → knife branch. I can't advance past the town hall, and I can't get past the kids. Is that just supposed to be the end?

As for the game itself…

The setting doesn't make a lot of sense. It seems like one of those dystopias that exists only to cause suffering for the protagonists, with no logic or consistency beyond that. Why can the other parents threaten Toby's mother for letting Toby distract their children but she can't threaten them back for allowing the children to be distracted in the first place? If they really care about efficiency so much, that should be a two-way street. The extremity of the situation makes it feel farcical, since I can't see how it can possibly correspond to anything in real life. The general narrative of not fitting in with society's norms makes sense, sure, but “everyone must conform to a joyless gray dystopia or die” seems over-the-top.

And I really don't understand what you were trying to do with the dialogue options. There aren't many real options – the interactions with Toby are always just “kick the puppy/don't kick the puppy”. I kept wanting to tell Toby “I like you but maybe you should stop talking to me in public because I seem to be causing more problems for you” but there was never any room to express that complicated sentiment. That makes sense after the reveal that this is all happening in the past, but also it seems like Blanca can change the past sort of in the ending? I was also confused with the school/father/etc. choices; I thought they influenced some kind of threat counter but that part seems to run along a scripted, unchangeable route? I don't really understand why going to school was ever an option, since it's never a legitimate choice – it's always either “Blanca hates it” or “Blanca commits suicide and you can't even back out”. It really annoys me when games act like they're giving you legitimate choices only to yell at you for not staying on the railroad like that – why give us a choice at all, then? It's clearly possible to make it to adulthood in this world without snapping, so why can't that be an option for Blanca?

I was also surprised by the reveal that this is set in America. In my experience, America is the polar opposite of this. At my school we constantly got PSAs about how you could be whatever you wanted and we should respect diversity etc. Even in the more conservative areas, American society seethes with anti-intellectualism and loves people who make it on their own without having to go through school or play by the rules. I could see other countries running the risk of becoming like this, but America? Not in a million years.


In general I don't think I really understood what the story was trying to say. Is it supposed to be social commentary or just a fantasy/horror story with the magic imagination powers? It felt like it was trying to do too many things at once.

I also never found out what the cards are for; I got four. Is the fact they're useless supposed to be the point? I also don't know who the white-haired person in the ending is.

A Very Long Rope to the Top of the Sky

Nope. The grinning skull is all you get. The rare crystal is in a chest in the south part of the basement, I believe.

RTP (Ready to Proceed)

I think the VX RTP is uniformly awful so this is an exciting development. It's always nice to see creators put this level of effort and detail into their work. Good luck!

Let’s Get to Know You, Low-Level Goon!

I am liking the art. The art in The Heart Pumps Clay was a little rough around the edges and lacked definition, but here I can see a very clear, consistent aesthetic that looks quite nice. I never much cared for the Mother RPGs, but they did have a nice cutesy art style, and you're mimicking that well.

Soul Sunder

Ooh, I watched the rebirth ending on YouTube and now I get it, thanks for the clarification. That's nice, I'm glad you didn't go for the bog-standard good/bad end dichotomy but something more relevant to the themes. I assumed there was going to be some hamhanded moral about how only way of coping was the right one. :p


Well, as for the Western thing... I don't know if you watch Gravity Falls, but I think the penultimate episode encapsulates what I'm trying to get at. Basically, it's the climax of a cosmic horror story, so the apocalypse is happening: the town the story's set in is a flaming pile of rubble and people are dying left and right. The protagonist decides he needs his sister's help to defeat the villain, but the villain has preempted this by trapping her in a fantasy world where her every whim is catered to. She's really immature and is terrified of growing up, so this is very effective. The hero can't just dash in and rescue her; he has to convince her to leave on her own terms. And the whole time, I expected him to bring up the point that, you know, PEOPLE ARE DYING and she therefore has a moral obligation to help them, but... he never does. The whole thing gets turned into this bizarre morality play about what's the best decision generally, wallowing in fantasy or accepting reality. The story acts like all that matters is the emotional development of two ordinary kids, which completely ignores the specific context where this whole issue is way bigger than them and there are other people affected by this. I found the whole thing extremely dissonant and bizarre, and I've heard similar accusations leveled at Conrad's Heart of Darkness.

Soul Sunder doesn't go to nearly that extreme, since a big emphasis is placed on how Arya relates to others and her final decision is to help everyone else by destroying Purgatory. But I still felt shades of that in how the story that is at first all about her guilt and how she deals with her companions was reduced to just her personal grief and the reveal that she was responsible for everything at the end. The final component of a story is generally the part that gets the most emphasis and what it can be said the story is "really about", so by making grief the final piece, it grants the personal introspective part of the narrative most precedence. So that's why I felt it was a little cliche.

As for the chosen one thing, I thought Arya was also a chosen one? That's why the gate exploded, it selected two chosen ones and that caused a divide by zero error? Is the reasoning that the prophecy about killing Isaac doesn't apply to her because she wasn't the original chosen one?

Anyway, I do think I understand the reasoning for the choices better now, thank you. If the connection is that trying to understand the past so you can fix it and atone = redemption ending then that makes sense, since that was what I was trying to do. I just found the tone in the bonus room unclear; it sounded like doing those things just meant I was a wuss who was wallowing in despair with no greater purpose.

Soul Sunder

Yes, thanks, I forgot about that. And now I've finished. Well, I only got the good ending (at least I assume redemption is the good ending), but I don't feel very motivated to go back for the other one.

I had mixed feelings about the gameplay.

I like the idea of grueling survivalist gameplay in theory, but I'm not sure if an RPG is the best execution of that idea, at least not in this engine. Too many things are dependent on chance (evading attacks, who gets targeted, etc.) and many encounters vary wildly in difficulty depending on how you've prepared, but it's impossible to know what monsters any one blob will turn into and what the optimal setup for them is. It's also impossible to know whether or not fighting is worth it -- some monsters drop really valuable stuff, some don't, some are guarding treasures, others aren't... Preparation in general was a big problem, I think. The game is very generous at handing out items you need (at least on casual mode), but you don't know that at first and you can't know exactly what you need, what you'll get, what you should stock up on... That applies to the armors, too, since almost everything has a dangerous weakness but you have no idea what enemies you'll be up against so you don't actually know what to use. I felt like I really had to wing it and hope for the best most of the time. That is an understandable feeling to have in a survival game, but it strikes me more as how a player should feel if they're desperate and doing things wrong rather than as a default state. (I also seemed to have missed the craft book for Isaac's knives? Eh, I had enough money by the end that I could buy them. And the item merchant says there's a relic that grants a healing spell, but I never found it? Never found any holy magic either.)

In general, I'd say the game could have stood to be a lot clearer about certain things, like that there were hidden objectives in the child arc that could carry over bonuses, or that you can't return to town until you complete the stratum, or that THE HARDEST BOSS IN THE GAME WILL APPEAR OUT OF NOWHERE AND MURDER YOU BEFORE YOU EVEN HAVE A CHANCE TO SAVE in the second stratum. I am still a little ticked off about that -- unless you correctly guess exactly where you're supposed to go immediately there (and you do have to guess because the crack isn't there beforehand), you're completely screwed and have to redo that entire section all over again. Compared to how generous the rest of the game is with save points, that felt really unnecessarily punishing.

The battle system itself was pretty good, though. I liked that even regular attacks were tiring so you were forced to make your actions count if you wanted to survive. The simplistic one weapon = one ability system would have been a hassle in a longer game, I think, but it worked here since there were so few weapons anyway and power progression wasn't a big thing. I thought the options were a bit too limited, though -- everyone can only inflict one physical damage type except for Arya, and then only midway through, and you can't use piercing damage at all outside of throwing knives in the first stratum. It felt a bit too forced -- like, each enemy had one party member that was suited to deal with it and everyone else couldn't do more than chip away. That falls away later on when elemental weaknesses matter more, but it's still something I noticed. I also thought people had way too few item slots for a system that was supposed to be so item-based. I always prioritized healing items, so everyone only got 1, maybe 2 attack items -- and if that slim selection didn't happen to be useful against the monster I just ran into, welp, guess I'll just have to stick to regular attacks today. Giving me access to the full pack at all times would have expanded my options considerably, and would have probably helped me not have a giant hoard of stuff by the end. (So many unused firebombs...)

I also felt the game had a really extreme inverse difficulty curve. Maybe the first level's difficulty was just due to my inexperience, but I remember the second stratum being brutal, and FURY was the only boss I actually had trouble with; the others were complete jokes I annihilated pretty quickly. (Ironically, I found that the advice given for FURY -- do an all-out offensive -- worked way better for the other Origins than it did for FURY.) Possibly I just learned how to powerlevel, I dunno, but by the end I was two- or three-shotting almost every enemy before they could do much, or any, damage.

However, I will agree with everyone else that this was very fitting for the child arc, even if Alex felt a wee bit too powerful for an 11-year-old.


As for the story... hm.

I felt like I wasn't entirely sure what you were going for. I have to say, I was pretty surprised by the ending reveal that the whole thing was about something as simple as Arya's personal grief. The whole game, particularly the bits with Cieran, seemed like it was building up to something about forgiveness, not coping mechanisms. I never felt like Arya's grief was the major focus of her behavior. She barely ever mentions Alex or her personal involvement in his death throughout the whole thing; even in the third stratum, where I expected Alex to be the final illusion, she's totally focused on everyone else, and the responsibility she feels for them, not any kind of personal loss. Guilt is obviously still important since the final answer is "forgive yourself", but it was weird to me that it suddenly took a backseat to something that had barely been developed at all at the climax.

And I'm honestly very disappointed that it did. It's not really your fault, but Western culture is so oversaturated with hyper-individualist narratives that are all about the examination of one mind and one person's personal battle with themselves, often completely ignoring the actual, tangible effects they have on other people and how they relate to them. And I'm just really sick of that. I can't help but think a story that focused more on the idea of vengeance and whether or not Arya could forgive others would have been far more interesting than yet another angsty guilt-ridden hero narrative. I found Cieran's story extremely interesting in the way it turned our perceptions of this villain figure completely upside-down, yet the whole issue is just dropped after some vague, halfhearted waffling on the subject. It's also extremely convenient that he's already beyond saving so Arya doesn't have to make any hard decisions on the matter.

I think this led to a disconnect when I learned about the criteria for the ending, also. I can see the connection between those things and dealing with grief if I squint, but none of the explanations given would be my first assumptions. I asked Myra about the wheelchair not because I wanted Arya to dwell on the past, but because I was concerned about Myra and wanted to learn her side of the story. I wanted to learn more, which I'd honestly say is the opposite of wallowing in memories? The guilt bargain thing was very unclear to me -- I assumed it was a "but thou must" thing where I had to say yes to continue. Even if I did try to metagame, most of the bargains were about helping people and being nice, which is generally a good thing -- plus isn't that what people usually have to do to put vengeful spirits to rest in a lot of stories? For the letters, like with Myra's wheelchair, I reread them because I wanted to understand the others and piece together the mystery. Adding that to the grief counter feels like it's saying Arya owns their memories, which is the exact kind of individualistic "it's all about me" idea I was talking about. And I seemed to have completely misread the choice with Cieran -- since I assumed the big theme was forgiveness, I assumed that refusing to fight meant I was forgiving him, not that I was letting go of past trauma.

The whole blame game stuff struck me as a little weird, in all honesty. Maybe I'm just a very forgiving person but I felt everyone was way too harsh on Arya. The whole thing is objectively Alex's fault first and foremost, yet Myra blames Arya for... what, not doing more to stop him? That felt really victim-blamey to me. She does have a leg to stand on in regards to how Arya abandoned everyone, but it's not like she was a parent who had people she was responsible for, she couldn't have done much anyway.

I actually think the father is the one who's least deserving of forgiveness, which made me pretty weirded out by how he got a death-equals-redemption ending. He handles Arya's confession and breakdown in probably the worst possible way by dumping all the blame on her, which is what directly leads to her snapping, running away, and causing the whole mess in the adult arc. And unlike everyone else, he seems to express absolutely zero remorse for his abuse.

And I'm a bit confused by some of the metaphysics? So Arya can subconsciously manipulate miasma because she's the chosen one (how? who does the choosing?), and she wants to punish herself so this manifests in creating Purgatory and dragging herself into it, yet also she drags tons of unrelated dudes into it too because ??? Did the miasma become so strong it got a will of its own and started reacting to unrelated peoples' grief too? And she never bothers to actively use this power except at the end where she gets empowered by Alex's ghost or is that just her imagination or...? I don't... I don't understand. And nothing seems to come of the prophecy that she's supposed to kill Isaac, unless that's supposed to be a sequel hook.

Oh, and I have to say, the whole ~was Haven actually an illusion the whole time~ thing at the very end felt really over-the-top and unnecessary. Something that big isn't something you can just drop in at the last minute, I feel, at least not without a proper explanation that gives it purpose.

In general I think the story tried to do too many things at once. It was generally well-written and I liked the Silent Hill-like atmosphere, but it lacked focus on its themes and couldn't develop them evenly, which muddled things a lot.


So in sum: I think the game is basically good, but collapsed under its own weight, and did some things better than others.

Oh, plus, you've probably already been informed of this, but just to cover my bases, you make two minor grammar mistakes: You use "it's" as a possessive (the correct form is "its", to avoid confusion with "it is"), and you don't capitalize mom/dad/father/etc. when it's used in place of a name (when common nouns are used in place of proper nouns, they're capitalized like them, I guess for consistency).

Edit: Oh wow, I only just realized the five strata represent the five stages of grief. Very clever.