The font? The art style? The fluidity on a mobile device? It's fantastic.
I wasn't able to deliver packages but I was too mesmerized to be mad about that. Beautiful game. Kudos.
Edit: I did figure it out and completed all the deliveries. So many potential. It reminds me a bit of Sky by thatgamecompany
Edit 2: for the author, I noticed several players approached me and tried to communicate. Please explore games like Journey (thatgamecompany) to see different ways people communicate without chatting. People can help each other, veterans can guide newbies all without using words. Every time I met a player in the game back in the days, they sent me a heartfelt message.
> The fluidity on a mobile device? It's fantastic.
Said more about it here[0] already, but the game works perfectly on a foldable and takes the folding/unfolding in stride, without breaking a sweat. You can also see it on desktop by resizing your browser window to change size and aspect ratio (it's probably the same code paths handling it anyway).
Given how almost all mobile and web games I played manage to get this scenario wrong in some way, I applaud the authors for making all the right choices.
It really is lovely. I had the same thought about refining interactions a bit -- I would also suggest Meadow by Might & Delight as an example of nonverbal communication done well.
The game is wonderful and I'm so glad it doesn't have chat! My 9yo niece and I played it through side by side and if it had chat or consistent remote player presence that wouldn't have been appropriate.
Absolutely - I love those. I wonder if there are any other simple web games like this that run on mobile with more nuanced interplayer comms as you suggest.
Hearthstone (while not web-based) is a deck building game that you play against others and you can only communicate with a small set of inoffensive phrases that cover broad sentiments. Makes multiplayer endurable, and you can turn them off if you like.
If you have a keyboard, then upper keys 1-2...9-0 do all the emojis as hotkeys. Ex, 9 does the takeout food, which is probably meant to be "busy, eating" or something similar.
I think maybe some released-yesterday phone might get close on spikes/bursts, but not on any sustained loads, like gaming, nor would the beat the PS4 on image quality either.
The iPhone wins on boost shader throughput by a lot, but that’ll throttle. The ps4 has more, slower gpu cores. Not sure how gpu memory bandwidth compares.
It also gives an eerie, otherworldly feelings when there's only sky ahead, taking more than 2/3 of the screen, and looking more like water flowing vertically. I had few moments when I suddenly felt like I'm inside a bubble, staring at its wall curving upwards.
I also didn't really understand how to do it, but I liked the game, it's so beautiful and peaceful, it's a shame there's no chat and you have to speak through emojis.
Some people have an arrow on top of their head, and when you approach them there is a dialog balloon with "...". If you click on them they give you a task.
> ....The fluidity on a mobile device? It's fantastic...I wasn't able to deliver packages but I was too mesmerized to be mad about that. Beautiful game. Kudos.
The game doesn't really explain that too well. You have to go find the packages first before you can deliver it. For example the old lady asks you to deliver an offering at a temple.
Teaching gameplay without an overt tutorial is a difficult skill, maybe this dev can pull it off? It's hard to get into the "new player" headspace without feedback from actual playtesters.
After clicking through the first popups with the player's inner monologue, I fully expected some help text like "Use W S A D to move" to pop up.
I had no real reason for that expectation, except this is how several games I played in recent years handled it - which made me realize now, that explaining gameplay to new players is something that's actively evolving. There may not be a rulebook, but there are clear trends.
He did not pull it off. You can't click on things, there are no "you can't do this yet" signs if you get to the temple without a package, there is no "following your nose at the start leads to your first quest". Utterly inscrutable.
That's part of the charm, in my opinion. It encourages just trying things out and learning on the fly. With such low stakes, I think it was a great way to go.
The font is really awful. Misunderstanding aesthetics from difference cultural sources to feed to people who will take them at a surface level, there's nothing of substance. It's giving [0] and it's bad vibes, nothing should aspire to this. It leads me to question every other emotional connection I might otherwise have with the experience.
Plus a lot of experience, creativity, and artistry to solve other challenges (e.g. shaders, shadows) and wire everything together into this pretty performant piece of art.
The studio also has a case study here of another project they made, with other hints about their tooling and process:
Just for anyone like me who played this and spent the whole time thinking, "this is beautiful, who are you and how did you make this?" The author names are only revealed in the credits at the end:
On that subject, and since the Summer Afternoon direct link was not provided, can anybody actually get the project to work? Apparently made it on to HN 2.5 years ago. https://news.ycombinator.com/item?id=34461808 Not sure if its just my system, yet I always start stuck in the ground unable to move.
Ok, thanks. Firefox, Windows was what was tried. Seems to have issues. Try Chrome and see if it works better. EDIT: Yep, works on Chrome, Windows. Must be a Firefox specific issue / feature not supported.
This is impressive but I don't get it. All that work and you have a game written in JS of all things. Why not write it in a desktop language und port it to JS. Now this will always need a browser to run, feels like a waste of time to me.
- This will _only_ need a browser to run. No console. No PC rig. No Steam account. No account at all. You just need a link to play it.
- Why use a heavy game engine and all the baggage that can bring when you can make a lightweight prototype in JS, prove value in the browser, then port to desktop if you choose to.
Electron and native do not belong in the same sentence AFAIK unless you mean 'native to the browser (which happens to be included in the package)'. Tauri is the same, just bring your own 'browser' (webview, really).
We all build on top of something. Today’s browser will look like a native platform in another 20 years. Just like assembly does to our point of view today.
This is like a masterclass in game design, mobile UI, wasm, character design, game dialogue and interactive paychogeography. I'm gonna show this to my kid's computer club next week. Really fantastic, bravo. Is this seriously a solo developer project??
If anyone knows of similar games / apps / software tools that I could show as examples of solo developer small scope simple UI games I'm always trying to find more..
Haven't played Obra Dinn yet (it's on my list of games to play together with my wife), but anything by its developer Lucas Pope is a masterpiece. Papers Please, while it infuriated me at times (apparently I suck at following rules and spotting differences) was just amazing. Available on mobile and PC.
I would love to play that! I love the idea of the Playdate but with a Switch that is gathering dust, I don't think I can convince my wife to let me get another handheld :')
The iOS game Tiny Wings was made by a solo developer (Andreas Illiger). I highly recommend it. It’s over a decade old now, but it just got update this year, and it still stands out in my mind as one of the best mobile games ever made.
So many techniques that made web games good, in terms of smart loading, have been lost or abandoned since the mid-2000s when bandwidth limitations were common, and at the same time "engines" like Away3D and Starling were starting to leverage AS3's ability to handle async calls and async uploads to the GPU. JS engines now try to bundle that behavior into asynchronous asset loading calls, but it's not ever really dialed in to make sure you don't experience freezes or hiccups in gameplay, so usually it's loaded by game level and not fluidly as you move around a world. It's not as if the authors of this game couldn't have put it all in a 17.5 MB package, and most people wouldn't have noticed anymore because the world has gotten used to long initialization screens. What's awesome is to see someone do the art of lazy loading so elegantly.
Am I wrong in feeling that 5-15MB is... more than enough data for the world we see? There's not that much information here.
I'm not trying to be a demoscene smart-ass here, either (I expect demoscene masters would've packed the equivalent in under 1MB). Just that, models are low-poly, the world is small and made up from pieces that feel simple to describe; as long as you're not trying to bake everything into a static set of meshes, but willing to encode them at a higher level, 5MB seems like plenty.
For a dimensionally reduced analogy, the 2D equivalent would be a perfect example of an image that's very large in raster form, but quite small in vector form.
Are my intuitions widely off here?
Note that this does not make it any less impressive - on the contrary, I'm amazed by how much detail and soul is there to this world, despite apparent simplicity. I'm also amazed at how navigable this world is. I've made many stupid moves that I was dead sure will wedge me between walls, or get me stuck in a nook with no way of going back; but none of that happened. They must've put a lot of thought into the design, and it wouldn't surprise me if they manually mapped out the world to ensure there's no one-way paths.
It's pretty good! I peaked a little bit under the hood and most of the size is going into the 3D models and secondly the sound effects. The largest single asset is the looping music track which is 2.3 MB.
The 3D models are compressed with 'Draco' compression. So for example the largest asset is a model of the entire world which is 333 kB. It consists of 81k vertices. Unoptimized that would mean at least 3 32 bit floats per vertex, which would be at least 972 kB uncompressed. So Draco compression is doing a pretty good job getting the model sizes down.
I'd have to dig into it more but I suspect if they wanted to they could have trimmed the size down quite a bit, but it may not be worth the effort. They could have used more repeat 3D models, but instead it looks like they went for a more artist driven look where most of the world is uniquely modeled.
It also looks like they're sending a bunch of lower res levels of detail per model over the network. That also is a tradeoff. Still with network speeds as they are nowadays it may be faster / simpler to send those over the wire each time instead of regenerating the level of detail.
The textures are a similar story. Well compressed but they're sending procedural noise over the network. Those could be generated but it's also trivial to send them over the network.
I was shocked that the game loaded fairly quickly on a 128kbps connection. I only wish it would say that it is loading additional data, because I was stuck on white screen for a bit, with no info on the state.
I can echo everyone here in saying the graphics of the game and the execution is fantastic. The keyboard controls on desktop and the thumb control on mobile works great. This got me very excited about the future! Can’t imagine the amount of effort that would have gone in this.
One additional input, although I could play it well on the desktop - the mobile gameplay made me a tad nauseous. I am someone prone to nausea in VR too, but I’ve never felt this in any other mobile game before. I think it’s probably the amount of motion (hilly topography) and the very narrow field of view, along with the way the mobile controls behave. This was on iOS Safari btw (iPhone 16 Pro Max).
It's perfect on the almost square-ish main screen of a foldable.
In fact, it's the best looking game experience on a foldable I've seen so far (most games are designed for either mobile or tablet form factor, and can't quite handle the in-between). And it's cool how you can just fold or unfold the device on the fly, and the game just adapts without anything more noticeable than the camera pivoting a bit if needed to keep the character on-screen. No stutter, no half-second pause for UI to realign, not even perspective change.
EDIT: I just realized it's probably not a mobile-specific thing, and sure enough, on a desktop you can just resize your browser window to see this.
As a web developer who doesn't make games...I'm a bit overwhelmed by the vast knowledge gap that clearly exists between what I know and what would be required to make this.
Wow. It's so beautiful and enjoyable to wander about in.
I was very surprised that it worked perfectly in my 10-year old notebook. Normally, nothing this fancy is playable in a web browser for me. The CPU was about 20% (I only have two cores, 4 threads).
The “messages” stuff is a bit confusing, but really they’re just simple quests. You don’t start with the mail on you, but all you have to do is wander around and find quest givers who will tell you what to do.
@thecupisblue. Amazing work. Logged in just to tell you this. This has just given me goose bumps and made me excited about the web again. I’ve been struggling to find my groove in the dev world post AI and have been digging back into AR and WebXR just for the fun of it. Thank you for the game and more importantly the renewed inspiration to make something cool!
Love all of it except for the camera controls on iOS. Not sure how you could improve them but they need some work. Camera gets too close to the character a lot. Might consider two touch controls that separate movement direction and camera position.
Loved the artstyle, but controls... uhh... let's say they were on par with a bad PC port of Sonic Adventure. I can barely control where I'm going, because the camera just rotates randomly. Something I'll never miss from the old days.
The controls are the only gripe I have with this amazing work.
If I was in Unity, I would address this issue by manually placing a bunch of virtual cameras in the world and using cinemachine to blend between them. The size of this world is small enough to justify manual placement and configuration of each. You could also just focus on the complex areas and let the default follow cam handle the rest.
But I kind of understand it. I did a somehow similar project before and for people who are not trained in video game style controls it is quite hard to get used to them ad-hoc.
Assuming this project is at least partially aimed at art directors, project leads and such aka people who aren't necessarily gamers, detached movement/camera controls are a bit risky.
The mouse look was actually something I was kind of wanting wandering around.
There were a lot of cool scenic locations, that almost beg for the ability to just stand somewhere and look around, yet you can't really look down or up very conveniently.
Also, walking locations where you might fall, be kind of nice to be able to look at where you're aiming at. Minor nit mostly, just fit the explore a scenic island theme.
There is some level of mouse look. I suspect together with not locking the cursor/the cursor leaving the window, this is part of why people report issues.
* I was impressed that WASD controls worked with my keyboard set to Dvorak :)
* Unfortunately have to second the comments about nausea; the oddly paced camera (it feels like it is panning through molasses then suddenly accelerates to switch views) is probably responsible, I'm guessing the "overshoot view then correct" "feature" is also a factor. Additionally seconding the comments about allowing the camera to follow the mouse (if feasible somehow while not losing cross-form-factor support) would go a long way to help here as well.
* The font that shows you where you are is cute in an orientalist sense, but imho it is very difficult to read (even knowing what it says from context clues and previous hints)
* Not a criticism but it is odd to have jumping when there is no mechanism that uses it in-game
* 99.99% a me problem: I had a hard time with spatial awareness and a difficulty building a mental map of the world and my best guess is that it's because I personally found the default field of view to be too "zoomed in".
> 99.99% a me problem: I had a hard time with spatial awareness and a difficulty building a mental map of the world and my best guess is that it's because I personally found the default field of view to be too "zoomed in".
Agreed on the spatial awareness issue. I think games like Mario Galaxy are a bit better in that regard because you see more of the world at a time. In this game you can sometimes not see what's 5m in front of you.
An interesting contradiction is that, in Summer Afternoon, you are in a wide empty town, but, in Messenger, you're stuck in a small planet AND limited vision. You can only see near-by stuffs and never the whole town.
The design of the latter allows packing more details in a smaller space. Also, players are forced to face a lot of unexpectedness, as navigation becomes a natural challenge (which isn't difficult to overcome, which is exactly the point). It's like the blind men and the elephant, and can feel very limited, but you end up using your brain, and, in that process, you fully embrace the world details.
It's really unique and beautiful. I want to see more of this. I grew up with random interactive experiences in Flash, this is far more amazing that those days but we need more of this and less of the form crud crap.
The one thing that transported me out of the game was the arbitrary blocking around the ocean / the end of the stream. (I assume those go to the same place, from different sides.)
It seems on such a tiny world the water should never be more than waist deep, so why not just let us explore the whole thing. I didn't quite feel like I got to go all the way around the tiny world, and being fenced by an invisible barrier broke the fourth wall.
I don't play games. I clicked the link and played through the entire game. With a little work you could turn this into a modern Myst-type game, with a compelling story and atmosphere and mysteries/puzzles. I think this would be really fantastic.
I meant only video games. I’m not a robot or an NPC lol. I don’t have the attention span for most, and I spend too much time already looking at screens.
The camera, controls, and difficult to discern invisible walls were frustrating to the point I had to just quit the game, even after completing over half of the deliveries. On Safari on macOS there is also a glitch where the character’s clothes keep changing, and I can’t see any other players there (it was only when I tried it on iOS that I realised this is Journey-like).
But the game is beautiful and peaceful and I’m still glad I got to experience it. I’ll definitely share it with some friends. Thank you for making it.
I'm curious how you build something like this. I see file types in the network tab which, as a web dev, I've never worked with before. ktx2 and drc extensions, for example. I'm also seeing some wasm and threejs. Is there an engine that outputs these things or is it more of a manual process to bring everything together?
Having done some non-trivial things with threejs, I'd guess it's basically like this: 3JS is the rendering engine (taking advantage of WebGL); game logic is in Javascript; ktx2 is an OpenGL container holding the world data and other meshes; from looking at the filenames, WASM bits are used for loading the ktx2 data (draco_decoder.wasm). ogg files are for sound. The multiple worker files imply that the app is using web workers to run the WASM performantly to load the world.
ktx is Khronos Texture a format for storing compressed textures (=image data) so that they can be uploaded to GPU memory without decompressing step inbetween
drc is Draco Compression, it's a library from Google to compress mesh data
KTX can just store compressed GPU textures as-is, but in this case they're using the Basis Universal codec which is a bit more involved. Basis stores textures in a super-compressed form, which is decompressed at runtime to produce a less compressed (but still compressed!) format that the GPU can work with. The advantage is that it's smaller over the wire and one source file can decompress to several different GPU formats depending on what the users hardware supports.
* there should be a help section, all i could figure out is how to walk with up/left/down/right, and w/a/s/d. And the mouse.
* I got nauseous after a bit, not sure if that is everyone or just me but I did have some bad nausea on a ride (teacups) at the local carnival/fair a few months ago, and it comes back every now and then.
* the controls on desktop seem too sensitive. I had to eventually walk with W and then go left and right with the arrow keys, but even then it was too sensitive
same. sensitivity of the camera is just too high. it handles ok but so much sensitivity creates this motion sickness. had to quit after 30 seconds and I still can’t recover. but beautiful game though!
I also got nausea from this game and I've never gotten nausea from a video game before. The style is amazing, but the camera controls need some work. I don't know what the camera needs besides a more standard mouse control.
Am sitting at a game jam right now and took a break to browse HN. Found this and started playing for a bit. Now everyone is asking about it, this is a really polished and fun WebGL game. Amazing!
It could use a tutorial but this is probably the first time that I didn't care about the actual aim of the game because of how beautifully it looks and sounds. I could just run around in your little world forever and feel nice. It's really well done.
I think walking around and seeing the game is the whole point of the game. Not much traditional "game" in it. It's like Myst or Firewatch which are sometimes (derogatorily?) called "walking simulators"
I appreciate what seems like an attempt to make a "smart camera" that gets out of the way of the player and unburdens them from having to control both a player and the perspective of the camera. That burden, of controlling two entities (player and camera) is large for people who are unused to playing video games.
Was this dynamic on your radar when building the game and camera system? Would love to hear your thoughts.
Modern camera systems are often smart in this way. Zelda Ocarina of Time on the N64 was one of the first (if not the first) that got "out of the way" by itself.
Beautiful. You can just tell when things are made with the core premise of how they wanted someone to FEEL playing it. Not some lore, not some "cool" gameplay ideas they had, not some fancy gfx concept they'd prototyped. It just feels different when you know it's been approached from a completely emotional perspective.
Did anyone else felt a bit nauseous after playing for a while? I think the overcorrection on sustained turns could be a reason. Lovely game but I had to stop playing due to this.
Agreed with everything said here about the beauty. I found the camera controls pretty clumsy though. I played in portrait, landscape probably would work better.
Awesome game, the graphics especially were nicely made. The cel shading (iirc) went well with the art style.
Played through all missions and at the end had enough of the concept but appreciated the AOD. Especially the little bits of the environment, like the sleeping fox in the forest, were nice.
ive read some criticisms of fiddly movement and lack of tutorials. i thought it added to the experience. tbf i am on my laptop
the stakes are so low, the music is so relaxing, and the environment is so detailed and pretty that it pushes the player slow down and try clicking around and pressing some keys. each little discovery feels great and theres no downside to sitting around and trying things out for 30 seconds
my favorite part is that there is some tough platforming if you look for it. i make it to a few places that were only accessible with a running jump across a balanced ledge. the fiddly controls added to the experience. a splash of emergent game play in such a distilled hangout game
Huh, I played on mobile and move and jump were exclusive afaict in the touch controls. I climbed up a fire escape and almost got on top of a building but couldn't make the last step to get up there. Maybe I'll have to try on desktop.
I love the art style, and it plays super smoothly on mobile! No tutorial, but the controls are so intuitive that I didn't need one (joystick touch control that's in almost every 3D mobile game). The sense of exploration and discovery is pretty fun.
Pretty damn cool experience. Definitely the most polished browser game I've tried. The limited scope really makes it fantastic and since it's such a small vertical slice the world feels very full of detail. The art style is fantastic as well.
I found movement controls rotated too aggressively on mobile in portrait mode. Switching my phone to landscape orientation made it easier to control, but the url bar was then stuck along the top.
This is beautiful. Like others, I don't really play video games, but walking around and appreciating the visual style is just so comforting and compelling. Incredible work.
Idea for letting the player move the camera alone: Top 1/3 portion of the screen is for camera movement alone, bottom 2/3 keep as is for player movement
Really impressed by this. The art style is fantastic, and you've done a spectacular job making everything feel cozy despite being wrapped around such a tiny sphere. The number of distinct locations is absolutely incredible.
Keyboard controls were a tad frustrating, but hell of a job overall.
not likely to be your problem, but if you are using firefox resist fingerprinting, you need to whitelist most webgl apps that use large textures, since resist fingerprinting forces a standard texture size that is a bit on the small side. or maybe your machine is really old and you're hitting same problem for real. the game doesn't really detect errors.
Thanks for sharing that information. Fonts were not being rendered without adding an exemption. Instructions for future reference if resist fingerprinting is on: in about:config modify privacy.resistFingerprinting.exemptedDomains and add messenger.abeto.co/. Example: .example.invalid,*messenger.abeto.co/
Obligatory disclaimer that fingerprinting is then possible for that site and one's privacy could be compromised. Use at your own risk and all that.
Everyone is celebrating and praising this beautiful and well-crafted game, and here I am maliciously thinking that if this game were to come to Steam, some evil curator would say “Not recommended” followed by a nonsensical and absurd explanation.
This game is absolutely beautiful. Everytime I restart learning WebGL I dream of making small little experiences like this but I never seem to get past "box in a scene with lightning"-phase.
Wow. This is gorgeous. Chef's kiss. It's been so long since I've seen someone put this much effort into a web-based indie game (or even an app store indie game, actually). I am assuming this is a small team. The concept is really clever and original. There's almost no load time and a perfect frame rate on a low-end phone over 4G. It's clear how much time went into optimizing it for seamless performance. I'm making some assumption that this is an original one-off game engine, but I'm very curious to investigate. The art is also beautiful in a way that makes almost any view look perfect.
This feels so well thought out in all ways. It may be the best original work I've seen on HN in a long time.
I really liked the chill vibe and it ran surprisingly well for a 3D browser game. Are there any "secrets" besides the alien, space ship and the girl on the roof who talks about Three.js?
This is stunning, and I adore it. I had an idea to build a game set on a tiny planet but I never even started, and here you have created something that's awe-inspiring. keep it up!
It is lovely overall.
I just think the camera is almost too close for the character. It could be just a little tad farther so I could control it better when playing on my phone
I started dabbling in web game design as a fun project when all the LLM assisted tools came out because the friction in not knowing threejs and JavaScript was mostly gone.
I built a small sailing game called vibesail.com that works on the browser for free.
This project with this tiny planet is amazing. So well designed, such a nice cute little world. Makes me want to cry.
Love the design and concept of a tiny planet - reminds me of Super Mario Galaxy in that way. Definitely needs a tutorial or a short “How to Play” dialog or page.
Second this. Pretty much standard/intuitive controls, it was fun discovering what the game was about while captivated by the beautiful music and graphics.
Finally found it. In the Main Square you go down that side street where the guy is standing next to his scooter. Then you turn left through the gate and there is a little rocky outcropping there where the temple is.
It took me a while, but it's there. There's an owl-looking rock in the side of a mountain. To the right of it you can fall all the way down to the beach with the guy on the lounger directly below (but getting back up is a bit roundabout). Once you find the owl-looking rock you're very close to the person at the top where you need to deliver the message.
Graphically the game looks great, this is the kind of stuff that Web 3D needs, given the difference on OpenGL ES offerings on native mobile games and what most stuff looks like.
However I gave up playing on mobile, the system randomly mixes fingers movement between moving the character and zooming, thus breaking any gaming experience, I guess it was mainly tested on desktop.
I think you have mistaken the camera zooming to avoid clipping with the environment with your fingers controlling the zoom. Unless there is some secret zoom gesture I'm missing.
Jumping up and down in front of another messenger and getting a human reaction made my jaw literally drop.
It was the cherry on top of this complete flex of brain power. This is like Pixar’s demo reel. Could easily define a generation of technological advancement.
This is beautiful, and works well on mobile in many ways.
I’m not unfortunately a fan of the way the touch controls work. Given the player is on a tiny spherical world I’d expected to be able to drag the world around under their feet to make them walk/run, whereas the way it works at the moment, on a smallish phone screen, feels somewhat backwards.
The guy in the cave having the midlife crisis and his wife sending him clothes had me in tears. The lost kid in the woods who can hear his dad. The lack of any meaningful gratitude... he just seemed so checked out. I felt so jealous of his wife who still cared. Who kept saying tulips take time.
Not even a complicated storyline but very poignant.
What an inspirational work of art. Thanks for making this and sharing it.
I've only played a few minutes (will have to revisit with more time). On first impression, the art style / characters / dynamics feel like a mix of "Little Kitty, Big City" and "Olli Olli World". Really great vibes!
Absolutely love this. The art is gorgeous and it runs beautifully on mobile. But the best part is the silent communication with other players—jumping around and using emojis really captures that magical feeling from games like Journey. Brilliant design.
I'm not sure if they are real people. I started two sessions and I didn't see my other self, despite being in the same location. Also, both times, the starting place was the same. If that would be the case for everyone, there would be many people there who just start the game.
Was having fun. Completed all but the scientist objective as I couldn't find the last person. I found what looked to be a hidden location and as the person there said "Hello" it crashed the page. oof.
Happy to find out it remembered my progress. And I found the final delivery and completed the game. And yes, I'm sure the girl on the roof is a 'hidden' thing. She talks about three.js, game development, and art.
I'm a recovering completionist. Don't do this to me! I've been trying to find a secret area by walking on the pipes but that is probably a red herring. But why is there a gauge there? I also haven't found the girl on the roof yet, multi-wall jumping doesn't seem to work :)
SPOILERS AHEAD (for another game, which you should have played by now, if you enjoy this game, in my opinion) There's also a hiss at the industrial site which reminds me of the game Full Throttle where you have to kick the wall at the right time. But that can't be a thing, right? But the gauge!
In one of the alleys there a trash can with one open lid and a small box on the ground next to it/ You notice an exterior stair just above teh trash can. You hop on the box, then the closed side of the trash, then the open, then the stairs. I'll leave the rest of the puzzle for you to figure out. You want to make it to the top of the building.
Thanks! That was fun. I think I got on top of most things with some glitch exploiting save for the green water tower next to the secret person. I got to the UFO but it didn't trigger a secret sequence with the sunbathing space-person. I also got into the sewer pipe but I didn't find any more secrets there. Maybe we need to combine our powers and do the secret emoji sequence. Or maybe spin the sigils in the title sequence to enable cheat mode. :-)
After listening to a certain science fiction podcast and playing through a certain space puzzle game, I think I've got a bit of a soft spot for tiny worlds, especially a world this charming! Good work
Besides the visual style being very similar, there's an island in the game with about the same amount of NPCs, and they all have their own lives and many give you chores like this one.
Super nice game. Anyway, I hit a border where the stream of water ends. Has someone checked the topology? It's a sphere or just a rectagle with an impossible curvature in both directions?
Decentraleyes extension on Firefox results in garbled text. Not sure why this happens. It is supposed to serve some common assets locally instead of requesting them over the network.
Again, the proof that music and sound is 50% of success of a game. Even if the game flops the OST will live on. I always invest time in music and sound as much as possible.
this is the most cute, beautiful shit i've seen all year. i love the fact that there are other players everywhere, since it's so convenient to dive into it via browser.
yes, thanks! i was unsure whether to include it because it looks quite different. but you are right, it has the similar exploratory vibe and is a great game.
'cause most people would not be able to read it and would relegate the game/site/project/... as something tailored to the 130 million (or thereabouts) of more than 8 billion people who do read Japanese and most likely sideline it.
You can see it looking out from the cliff next to the red house on the hill. But I couldn’t actually get to the UFO, I tried going all around the other hill it is on top of but I am not sure if it is accessible.
The alien is lounging on the beach. You actually can get to the UFO (you can also see it in the preview before you hit "begin"). Cross the wooden bridge by the red cliff house, then turn right to face the stilts holding up the house. Walk a few meters towards the water but don't walk into the water. Follow the waterline on your right, towards a tree. Pass the tree to where you'll find a "path" spiraling up and to the left around a larger rock. You'll have to make a few jumps to wind your way up the rock, then you'll be at the UFO
One thing I really like about the graphics: the black "comic book" outlines have lots of gaps, which gives the game an imperfect, hand drawn look which other cel shaded games lack.
I wasn't able to deliver packages but I was too mesmerized to be mad about that. Beautiful game. Kudos.
Edit: I did figure it out and completed all the deliveries. So many potential. It reminds me a bit of Sky by thatgamecompany
Edit 2: for the author, I noticed several players approached me and tried to communicate. Please explore games like Journey (thatgamecompany) to see different ways people communicate without chatting. People can help each other, veterans can guide newbies all without using words. Every time I met a player in the game back in the days, they sent me a heartfelt message.