A narrative focused story telling visual novel. Make decisions for the main character and see what kind of person you turn him into! Have fun!

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First off, I really like the ASCII artworks that show visually the houses! It was unfortunately a bit too hard for me to see on my device but I thought it was really clever! 

The different choices are really interesting and really puts into perspective how difficult it is to make decisions that are morally correct during dire situations. You can play safe but risk your own life, or you can commit a crime, scare other people, and feel really bad doing so. I played through all the different endings, and none of them felt satisfying whatsoever. It’s a really nice touch that I think again adds to the commentary.

Visually, during the henhouse play through, I really liked the text treatment that emphasized the power and anger the tiny man had because the player ate his offering to God. Additionally, the background is a nice touch that reminds the player of the environment that the story takes place in. I didn’t find any bugs and really liked the overall story. Great work!

This is cool! I really enjoyed the visuals and they definitely added to the overall experience of the game. Your background gif was cleverly chosen and your css styles also aided in storytelling. I really have a love-hate relationship with the snowing background. First, it makes the player feel very rushed and sets the atmosphere right. However, it also makes the text difficult to read, yet at the same time, perhaps it is this difficulty that makes your game have the effect it does!

I do like the background gif but I do feel like it is a bit distracting or makes the text difficult to read since it is white one white. But I still really enjoyed the artwork in the story it really adds to creating an environment for the story. I like the different paths the first main options could have led you down for the character.

Hi Lu!

Visually, this game is so striking. All the 3D text you put into the game and the pixelated visuals add atmosphere to back up the dialogue and exposition. The snow made all of the decisions we needed to make seem urgent, like it was life or death. 

This game made the player make some really difficult choices. Playing through a few times and getting almost all of the endings, it's like there's no real way to "win." My first time through I went to the henhouse and left the meat untouched. Then, I devoured it. Next, I robbed the rich family and was punished for it. My last time through, I went to the poorer family. This was the choice that most subverted my expectations, as this is where the person without a home actually gets to enjoy a meal. Although the game ends here, I'd like to think that our character is able to repay the family who helped them in the future. 

Something that I might suggest if you work on this game more is humanizing the protagonist a bit more. I wish we knew a bit more about them other than the fact that they were homeless. Also, I wish that we had more options than to steal. It enforces dishonesty on the character, and I wanted to be able to explore other options. I know that complicates the game a bit and requires two paths, but it could be an interesting point of expansion. 

Super cool visuals for the buildings and objects! Your game is simple but has some fun endings to find in multiple play throughs. I really enjoy the way it looks. With the player-choice models we discussed in class,  the choices in your game feel very individual action based but they're also very emotion based decisions, coming down to how the player thinks about their homeless character vs the characters he's encountering.

Hi, Lu! I think I have unlocked most of the ending! they're super different; a simple choice could lead to two extremely opposite endings! I like that! I hope there'll be a back button so that i can easily change my choice. I really like the pixel style of images, like the axes and bugs. those images suddenly jump out of the text, and it's really interesting.


The moving background actually gives a sense of snow, but sometimes it makes the text hard to read.