A little disappointed that there isn’t a bird ending, even though the game hints that the bird wants food for feeding.
ruwei
Recent community posts
Quick Summary
🟢 The Pros:
• The author's writing is profound and elegant, with narratives that consistently unfold in a smooth and intriguing way.
• The depiction of the playful manner of these demonic entities can be either disturbing (as in stories 1 and 2—it sent shivers down my spine) or hilarious (as in stories 7 and 9).
• Story 10 features the only jump scare that genuinely caught me off guard.
🔴 The Cons:
• Some stories are subpar or in need of a complete rework.
• Story 3 is too straightforward. It should build tension through more visual cues and subtle hints. ("It's stinky > it's very stinky" doesn't work ❌.) It also needs diverging paths for the player to choose from.
• Story 6 isn't the worst, but it's the most disappointing. It abruptly ends after the player picks one of four options, without further depicting or emphasizing the "unimaginable horror" of the Cthulhu-like creature.
• Story 8 feels like a downgraded version of Story 4, with less background mythology, a more predictable story progression and outcome, and a very forgettable ending. It almost deserves to be removed from the story set.
💡 Future Suggestions
As the opening monologue once said:
"LIKE A BLOODY ONION MADE OF SKIN, THE HUMAN SOUL HAS MANY BLEEDING LAYERS...
UNDERNEATH THOSE LAYERS, WE CAN FIND LOVE, HOPE, FEAR, PAIN, SUFFERING, SADNESS..."
This game could offer more emotional variety beyond just "unsettling" and "relief." Perhaps include a genuinely positive moment that doesn’t feel like a joke—something cheerful or beautiful that connects to the audience heart.
⚠️ Technical Note:
RPG Maker’s clunky controls make reaching the true ending of Story 7 much harder. Please consider adding more save points during the later part of the game.
Suggestion: Increase the maximum spirit gain from 3~4 to 6–8 per complete run, or reduce the spirit cost of the later upgrades. was having too much coins in comparison.
More variety for piñata types: a bouncing piñata that can ricochet to others and cause damage, a teleporting piñata, and a piñata that drains your time when attacked from the front( encouraging attacks from behind)
Provide additional active skills for the player character, such as holding a button and releasing it for a charged attack, or using a magnet to attract all nearby piñatas.
There is a balancing issue; most of the dice are ineffective, relying on luck if chosen, but there are four types of dice that are actually useful:
The bear for offensive as it can fit into any slot (though incremental slots do not count—why?).
The hedgehog for defensive, as it can block at least one damage even if it cannot fit into any slot.
The frog and ram are for energy regeneration.
Some rare dice, like the wolf, highlight how this game contradicts itself. For instance, if you roll a wolf dice with a 1 and choose to wait for five rounds to accumulate 6, it is highly probable that you would not survive long enough for that to happen. It's better to roll a new dice to 6
Reminder about how this game works: when you push a single light orb with nothing obstructing its forward movement, you will release the star and stand inside empty orb.
Step 1: Use the only star you can push (i call it Star 1) to get empty orb 1 out, allowing it to move freely in four directions. Make use of the tip above and the middle-right free space.

Step 2: Move the empty orb towards top left star (Star 2). Subsequently, continue moving both of them to the right. Finally, utilize the right loop path to free both, and then guide them to meet at the center.

Step 3: Utilize both the top-center and bottom-center orbs, sneak in, and push the top-right empty orb to the right.

Step 4: Return and move the center down orb (with Star 2) to the right side as image shown. Push Star 1 into the top right orb, then push the center orb. Now, you have two free stars.

Step 5: This is the easiest part. Congratulations if you managed to reach this stage without reading the entire walkthrough.

I encountered a peculiar bug when I jumped and glided to the wishing star and selected the wing ending. Upon immediately attempting to replay at web version(on edge browser), I noticed that in the first zone of the second playthrough, my raven consistently fell at a low velocity whenever I leave the ground (include jumping). No buttons were being pressed, nor could I make the raven fall at a normal speed. The falling speed only returned to normal after I acquired the gliding skill.
我接下來會以個人母語的語感,還有余光中的翻譯指南〈論中文的常態與變態〉等文來提出修正,若有冒犯敬請見諒。整個遊戲的多數描述都存在基本的標點符號問題,連貫的兩句子間應該用逗號或分號,但你幾乎全用了句號。
馬克杯的介紹「甚至不是半空的。一滴水都沒有」很奇怪,中文一般會把主語如「這杯水」或「這杯子」強調出來,而且連結詞使用不當,語意也不對,更自然的說法為「這杯裡的水別說一半了,連一滴都不剩」。
「這朵花即將死於脫水」明顯來自英文未來式「will」的僵化翻譯。日常生活沒人會說「這個人即將死亡」,而是「快死了」或「要死了」。紳士畫的描述「你願意為將死的紳士落幾滴淚嗎?」有同樣的問題。
比起「你的靈感已死。此處陳列著她的棺材」,我會傾向用「你的靈感死掉後,這裡便成了其棺材的安放處」,後者去除了英文現在完成式的做作感。
「一扇隱藏的門。鑰匙在哪裡呢?」,「鑰匙」前面應該加「但」以強調語意轉折。
「鏡子裡倒映出你的樣子。你因失眠而無比憔悴」,兩句子有連貫,而且主詞都是「你的樣子」,所有應改成「你的樣子倒映在鏡子裡,是副飽受失眠而憔悴無比的面容」。
「牆上寫著甚麼。看不清楚」,請直接去掉句號,「牆上寫甚麼看不清楚」
「就像關燈一樣,關掉這個念頭」讀來拗口,不如「就像關燈一樣,把念頭關掉」自然。
「她的眼淚如美酒般流淌」中的「流淌」是動詞,但因句子裡的位置而被當形容詞用了,應分成兩句成「她的眼淚如美酒般,流淌而出」才符合詞性。
拿水澆花的描述「澆過水。被拯救。仍然活著」完全不知所云。
「這是很久以來你第一次想出了一段旋律」,「這是」完全來自英文「this is」,「一段旋律」的「一段」來自英文不定冠詞,兩者其實不需要出現在中文。我的解讀是主人翁過往的生活充滿旋律,雖然之後暫時想不起來,但最終還是想起了,所以我會改成「過了這麼久後,你腦海裡終於再次響起了旋律」。
鋼琴的描述「終有一天,她會重獲新生」,是「總有一天」。
when two people are having conversation, it's annoying that i have to constantly look at the name section on the upper left of dialogue bubble, there are more elegant ways to show who is talking, like assigning different text font or color to different character's dialogue, or just make the non-talking character's portrait fade out.











bug report: energy arms description text wouldn't display fully, no matter how i move my mouse






