Funny dialogs, and good plot. The last puzzle was a bit confusing, but I guess it made sense.
Thank you so much for using our plugin!!!
¡Hola David!
Es un error conocido en esta versión del plugin. Ya lo corregimos pero no hicimos un nuevo release con dicha correción porque queremos que salga con el lanzamiento de la versión 2.0 estable. Puede usar la versión del plugin que está en este repositorio para corregir el error. O revisar los cambios específicos de la corrección aquí en caso de que quiera hacerlo manualmente (sólo hay que modificar los scripts de **popochiu_inventory_item.gd ** y popochiu_room.gd).
Si la cosa se complica también podemos hablar por Discord.
¡¡¡Gracias por darle una oportunidad al plugin!!!
Hi. Thanks for reporting that. I’ll update it once I’m back home. Here it is in the meantime.
Thanks! I’ll update it. This is the new one: https://github.com/carenalgas/popochiu-sample-game
Hey! Thanks for your kind words and your purchase.
I haven’t tested the plugin on mobile devices yet, but it shouldn’t be too difficult to make it recognize input for movement. However, enabling the inventory and settings menu might require some work.
I’ll see if I can allocate some time to work on it, or if a team member can handle it.
Hi luna!
About version 2.0 (which is the one that works in Godot 4) all the features from version 1 are functioning, but we haven’t yet tested all possible scenarios, so there might be issues we haven’t encountered yet.
One of the contributors is enhancing the Aseprite Importer to not only import character animations but also rooms, which will automatically create Props. There will also be an improvement for importing inventory items.
I’ll start working on enhancing the game’s graphical interface today, making it easier to create from scratch or choose from various templates: a 7-verb template, a verb-coin template, the default BASS template the plugin uses, and a Sierra-style template. Hopefully, that will be operational by next week.
Furthermore, today I’ll be adding an enhancement that allows multiple characters to move simultaneously.
You can join our Discord to stay updated on the latest developments.
Hi. First of all, thanks for creating and sharing this. It have been pretty useful.
This may not be related to the template itself, but I’m wondering how did you added that Download button at the header of the page. I took a look to the source code and saw you’re using the same CSS classes of the Download button created by itch, but when I do the same in my game page itch removes the classes from the HTML code.
Hope you can help me!
Terrific storytelling and sound effects. Ever since I heard Mom’s sobbing the first time, memories of Lisa came to mind. Somehow the father in this story reminds me of Lisa’s (probably because of the alcohol and violence).
The way the game shows the memories is amazing (I would love to do something like that someday).
Even though it is a heartbreaking story, I liked the humor you put into the player-controlled character’s reaction (like walking in the wrong direction, or getting used to falling asleep after the hallway sequences). And that song at the end… damn!
I liked the Sokoban puzzle, it changed the pace of the game for a moment, and that felt good. If I could choose how to add one or two more choices to the game, I would have liked to be able to say something to Dad when you find him after visiting Mom’s grave, or that when we say whether we are afraid of him or not, the options are there but impossible to choose.
You made a great game!
What and end! Totally unexpected.
Pretty good aesthetics, atmosphere, and characterization. When I figured out the recipe puzzle, I thought it wouldn’t work because Scotty took the mug, but then he shows up just to give it back. That sequence was simple, but it felt amazing and kind of relieving (for a few seconds I thought about starting the game all over again).
The first puzzle felt weird because you don’t expect to have to click on the flashlight to change its light direction (for me, it was kind of lucky to figure it out), but it made sense anyway (and it’s an interesting mechanic).
The deciphering puzzle was my favorite (because I love deciphering puzzles). And moving the picture, along with sorting the pills, allowed me to better appreciate Tim’s personality. Speaking of characters, Karen… was so irritating. You guys did a really great job with characterization (it’s a shame I can’t put more stars in that category), and as @Powerhoof wrote, using puzzles to build the characters is a clever way to present them. I felt sad for Sam, even though I did not get to meet him; even though he was a robot.
I had a great time playing your game!
Pretty funny and challenging. The interaction required to solve the ventriloquist puzzle was weird, I solved it by trial and error because I was expecting to use the book in a different way (by the way, everything about the library reminded me of Return to Monkey Island 🤓).
I wonder why the kitchen scene had a sort of frame, as if it were a painting.
Everything that happens in the dungeon is hilarious, made even funnier by the voice acting.
The ending made me laugh, especially when the skull reappears (which also made me think of Murray).
Great game, as always.
The Lynch/Silent Hill vibe of this game made me love it. The story is quite interesting, but the storytelling you used was even better: the camera angles, the visual style, the “boring” tasks, and the dream world all worked perfectly together.
The voices of Emily, Stranger and Alex were my favorites. And the last nightmare was amazing.
Strangely enough, one of my game ideas for this jam was also set in a Lynch-esque atmosphere. Maybe I’ll work on that next year.
Thanks for including the OST. I’ll listen to it.
Great atmosphere and good story with a surprising ending. It was hard for me to identify which one was my character, but after a couple of dialogs I figured it out.
I liked the map navigation mechanic, although feedback could be improved. Reading conversations from the past while in the present is a narrative form that always catches my attention.
If the sentence about Google Translate was a joke, I didn’t get it. But in general the writing was interesting and to the point.
Kudos for using Godot!