11 comments
  1. Great execution with a twisted ending. I loved the ability to see choices from locked emotions before you got them. It was really neat the way interactions played out every time to took one, but I wish there were more permutations/orders in which you could obtain them that would influence the story arc (it seems like curiosity is always the first one, then fear/kindness, and lastly cruelty). Otherwise, fantastic game!

  2. I like the way you’ve gone at the “taking” of emotions, (though curiosity still persists in the child’s dialogue) but the demon certainly appears to be at least somewhat intelligent, and I would have liked to see a back-off option – especially if you take fear before kindness. Including the other options but preventing you from selecting them was also a nice touch. My only other concern is that I would have liked to see a bit more in the resolution – how does our (human?) demon now care for the human (demon?) child after the end?

  3. This was executed really well!! It would have been nice to see more character movement so that this wasn’t just, like, two characters standing still as I clicked through dialogue options. But that takes time, and the dialogue plus the different facial expressions do really well on their own anyways. Good job!

  4. The narrative conflict is really intriguing: who really is the demon here? The emptiness mechanic is interesting too, as a flow of agency and power between player and object. The visual design of the demon could push this point home; its appearance (and that of the child) could change depending on what emotional abilities they possess or lack. The demon is adorable, which I don’t associate with emptiness. The final option to take cruelty is really poignant. I’m still thinking about if I already possessed the cruelty to take emotion, or if I need cruelty to understand the feelings of others.

  5. Now this is a game! You really take advantage of interactive storytelling and use the mechanic of taking feelings. At first with curiosity I didn’t realize I’d taken it from the girl, but it became known as the choices available to me increased, and the girl’s behavior became more narrow over the course of the game. Very creative, and the aesthetic works well with it.

  6. Demon Child: 1. Human Child: 0.
    An innocent demon that can take away feelings without even knowing it.
    Although the child’s fate is unfortunate, I can’t help but feel pity for the demon.
    It has no intention of ill will, but it will be persecuted and hated simply for being who it is.
    I imagine the demon will force itself to live a lonely life, not because it would like to, but because it doesn’t want to hurt anyone else. Poor, misunderstood demon.

  7. Oh man, that moment when you realize what’s been going on the whole time. Great job creating a powerful a-ha moment. The game feels like a complete experience, but if you were to continue on with it I’d be interested to see a system of modified replays, where perhaps you retain traits gained during past play-throughs, allowing the story to branch in completely new directions that would have been impossible the first time(s).

  8. Oh my gosh I love this! I didnt realize what was happening until the very end. Just for replay-ability, maybe create more permutations of how the emotions could be taken away? Or more pictures?

  9. Woah, really great game. I love how the gameplay mechanics really feel both integral to the story and to the character growth. The dialogue was really well done and a really got a sense of the characters. Overall everything was executed very well. Great game!

  10. Cliffhanger! I really want to know what happens after, and how the demon takes the consequence for its actions is what intrigues me the most. Return the girl to her parents? Kill her? Somehow giver her back her emotions?

  11. Not much to add to the previous comments. Awesome, I wonder if there is a way to expand this idea in a more open world with more character. I wish the kid didn’t look so different visually.

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