Thank you for the very kind words! It makes me happy that people who connect to this story are still finding it more than a year after I wrote it. And I'm amazed that you took notes while playing :0
Aria.
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There are 10 levels in total. Sorry that I made it too hard, I think only one person was able to beat all levels so far. But thanks for trying it out. For the "Desperation" move, how it works is repeatedly tapping forward after a dive will give you a slight forward boost with each tap, it's hard to notice though.
Thank you for the really kind comment! I figured people might be a little confused by the first set of credits (they are characters from other games I made or worked on) but I didn't realize people might think that the game was really made by a huge team, that's really funny 😄 I think it could have been possible for me to make the game in a less painful way but I'm really happy with the result in the end!
I wanted to say more after reading your postmortem. The reason I liked it so much is because it gets across the experience of missing someone you love really viscerally. I can understand why you feel disappointed, because it wasn't what you wanted to convey originally, and it's maybe not as thematically ambitious, in the sense that there are a lot of stories about love and missing someone. I think what's special about it is how strongly it gets across this feeling in such a short time. Anchoring it in specific personal details made the feelings stronger for me. You could make similar comments about "Sydney", though. Maybe since missing someone you love is such a common experience, this work was more "relatable" to people and got a larger response. It sounds like maybe you want make more games that are difficult to relate to :) I personally really like when I make something super niche and specific and it still connects with people.
Wow, it's a really haunting story. The end of Charity was like being shot in the heart with an arrow, but this was more like noticing that I've sunk deep into a pit of quicksand without realizing it. It's weighing on me and I want to play it again to try to understand the feelings in the story better. Also, the imagery of the dream was really lovely. Great work Katey and Foto.
Thank you for the long and thoughtful comment! I'm glad it made you cry (I guess??) because it became hard for me to judge if it would be emotionally impactful after spending so long making it.
The "chuuni-as-hell" remark made me laugh.
Someday I want to make another visual novel (I'm really interested in making a "dating sim" with like stat-raising and time elements....) but it's become scary to me now. I definitely need to either slow down the development by a lot or find a way to reduce the scope if I do that.