ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience.
From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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✨ The In Stars and Time Spoiler Q&A ✨
it's time. MASSIVE IN STARS AND TIME SPOILERS UNDER THE CUT. IT'S GONNA BE SO LONG. LET'S GO
I hope you are aware of The Secret Final Boss because I'm also gonna spoil the crab out of that. If you haven't,
1. Did you know the events for interacting with your souvenirs are randomized for some of them, and also change depending on how far you are in the game.
2. Did you know there's a way to show souvenirs to a certain character.
3. Did you know you can go back to Dormont during the Epilogue.
Figure that out, and come back here! Or watch a let's play online. You can also do that.
I will also try to adopt a ~mysterious cool voice with no exclamation points~ for Effect. Come with me on this journey.
Now. Questions time!
✨ Will you ever make a sequel to ISAT, or make a game in the same universe?
Nah. This was always intended to be The Story. This is your turn to imagine things now.
✨ But so what happened to the Country? What was its name? What about the wishes? What about the colors? What did Siffrin say as an openphrase to open the door to the King's room? What about--
I will not answer those. It's your turn.
✨ BUT THE COUNTRY AND THE COLORS AND THE WISHES
Ok fine. Here are some facts that I alluded to in-game, that I am confirming now.
-The Country disappearing and the events that made colors go away are not related.
-The colors disappeared a loooong time ago, which is why knowing they even existed is a relatively new find.
-A wish made everyone forget the Country.
I will ALSO say that ISAT's map operates on Final Fantasy/General Fantasy rules (i.e. in-universe locations are based off of real ones when it comes to culture, but are not one to one parallels, especially for geography), so no, the Country isn't based on the UK oh my god please do not say that to me again or im deleting ISAT out of your computers and putting legos at the foot of your bed. It's based on another place. You can figure it out, I believe in you.
✨ But why won't you give more info on what happened :(
Can you imagine if I did answer. Wouldn't that be a bummer, whatever my answer was. Sometimes things need to stay a mystery. And also, I don't want to answer <3
✨ Does the world Loop came from still exist after they left? Or is this a get mystery'd situation?
There is only One Timeline and it's the timeline that goes from the prologue to ISAT. Every timeline that gets rewound does not exist anymore, and that includes the prologue's timeline.
✨ What's the deal with Siffrin's dream at the start?
It's Siffrin's dream, but that doesn't mean our Siffrin is the main star.
✨ Is [specific missable game moment] canon?
Every moment that you personally experience in the game is canon.
✨ Is there a reason Siffrin remembers their name but the King doesn't?
What makes you think Siffrin does?
✨ At the very very end of the game, if you look out the window behind the Head Housemaiden, Sif mentions seeing an island in the distance. Is that his country?
It is. It's always been there, for the whole game. You can see it in the distance, too.
✨ Who was the King, before?
He was just a guy!
✨ With the King left remembering in the end, does that in any way change the redaction effect for other people in the world going forward?
That's a fun idea. Maybe!
✨ One thing that never really clicked for me is: Is the sweet smell Time Craft or Wish Craft? Or is the sweet smell TIme Craft and specifically the burnt sugar smell is Wish Craft? Other way around? Does this question even matter since without Wish Craft you can't attain Time Craft in the first place? (To me, yes.)
Wish Craft smells sweet. Time Craft doesn't have a smell per se, but it does do something.
✨ Does Mirabelle retain her immunity to being frozen in time after the events of the game or does it go away after the Head Housemaiden is saved? Or does it persist for a while and eventually fade away?
I imagine the immunity slowly faded away. But no one's left to do Time Craft, so it's a moot point anyway.
✨ How was Odile able to stop Siffrin from looping back during the fight against Siffrin?
In the Discord channel I stated that it's because "she's just that cool", but really, she does have access to some skills that heighten the efficacity of Rock/Paper/Scissors attacks, so it's not too much of a stretch to imagine she could lower the efficacity of Time Craft as well. In this last loop, while listening to Loop and observing, she could figure out Siffrin was looping way earlier than she could in even the Sus Quest, so she made plans. She is Very Smart <3
✨ Will you ever share everyone's full names?
That's artbook content <3
✨ In the ending, what happened to Siffrin's hat?
Flew away. It's gone now.
✨ Looking back at the original comics, and seeing how comic!sif has both eyes at the start of their loops, but in ending sequences is shown with his eye patch...did you ever consider making that concept of sif losing their eye a part of the main loop in either of your games? and if so, was there any reason why you decided against it?
Early on, I did think about making that whole event an event that happens during the loops, but quickly let that go since 1. it would be a pain to write and code (two different sets of Siffrin portraits!) and 2. if it happened, the player might want to look for a way to NOT make that happen and so 3. it would be a pain to write and code
✨ How was Siffrin's homelife before?
Pretty good!
✨ How old were Nille and Bonnie when they ran away? How old was Sif when their home got zapped?
Both were teens.
✨ How old IS everyone?
Siffrin is mid-late 20s. Mirabelle and Isabeau are early-mid 20s, with Isabeau being slightly older. Bonnie is a preteen. Odile is Too Old For This. Petronille, Bonnie's sister, is late teens-early 20s. You can ignore whatever I said in the prologue's artbook, whoever wrote this was Wrong!!!!!!!!!!
✨ Regarding the book that talks about someone who crafted a copy of themself using wish craft: is that meant to imply someone we know is the author (and/or the copy), or is it not directly related to any of em? or is it a "who knows ;)" situation where we can just speculate and theorize either way?
Please check the book again during Act 5! This applies to most items/map events by the way, like the pendant. You can check those during Act 5 and 6 for some fun new dialogue!
✨ Why are Siffrin's clothes so warm looking?
The Country got cold at night.
✨ What's up with Siffrin's pins?
They're made out of a special material. And also, they make Siffrin look cool <3
✨ I want to know the story behind Loop’s different eye shades!
They're blind in one eye. Also, fun foreshadowing <3
✨ What determines whether someone is paper/rock/scissors craft? Is it assigned naturally at birth or something else (and how do you find out)? Does it make you more inclined to use that specific craft or is anyone generally free to use whatever craft they want?
Astrology rules, It Just Is A Thing. Being Rock Type means it is way easier for you to do Rock Craft, but that doesn't mean you can't learn other types of craft, although it's way harder. Doing Craft of your type is instinct, doing Craft of another type would take some time and resarch.
✨What crimes has Odile committed before. I need to know.
Odile just smiles.
✨ Why did the King specifically target the House of Dormont?
I had a reason in mind, but adding it to the game would've added a layer of Explanation that really didn't need to be there. It's just a nice House.
✨ Who was Odile's hatecrush...
Dunno. It's your turn.
✨ What is loop's body situation. like is the surface of their "skin" solid? they did poke siffrin that one time, and we know they aren't cold, but...
I have some idea. But it's your turn!
✨ Would Sif still have looped if they hadn't made the wish he made in the beginning? As in, would Vaugarde's combined wish have made him loop until managing to beat the King?
No. But without time powers, you can imagine what would've happened next.
✨ During the Loop Hangout, how did the rest of the team make it all the way to The King? What about during Act 5?
During the Loop Hangout: with difficulty. During Act 5: Loop was there to guide them.
✨ Is Loop: 1. Actually comfortable with both he and they, but only gave the one pronoun to emphasize the distance? 2. Only using they/them because a large life event led to a shift in identity/ how they'd like to be perceived? or 3. time lops stole he from they they :(
Mostly that first one. But all three of those reasons have a bit of truth to them.
✨ Who cooked crab in the House of Change???
This is a very funny question! I've never thought about it. It's your turn.
✨ What are the Orbs that open the gate? Did the King create the Gate or was it there before?
(did not think about the orbs or the gate beyond "plot that proves there was a journey before") Stop Asking Questions,,,, It's your turn,,,,,,
✨ Bonnie's dialogue is *extremely* accurate to how overexcited kids talk, which is really rare to see. Was that something that took a lot of effort to achieve, or did it come naturally to you?
Thank you <3 I'm just that good. Really, Bonnie is an adult with no filter, and less general knowledge. I'm very glad I managed to write Bonnie well, especially since. I haven't talked to a kid. Since I was one myself
✨ The Spoilery Concept Art. Blease
oh yeah. here have it all. this is what I gave Mimi to do the animated trailer!
✨ So. What's everyone's favorite shade.
FINALLY the question. Plus I can say shade names now. White = darkless, Black = lightless. Light and Dark is like light grey/ dark grey. Oh my god I'm checking my notes and I wrote a small event I never used about hair dye colors like "midnight dark", "tomato grey", "snow light" past me that's so fucking funny
Anyway, Siffrin loves darkless, Mirabelle is more of a light shade lover, Isabeau loves that lightless (BECAUSE ITS FASHIONABLE OK), Odile likes darker shades, and Bonnie also loves that lightless (BECAUSE ITS AS DARK AS MY SOUL OK)
✨ Are there any bugs you found during developments that you've made into features?
Two! The first one was the ability to ask Loop to just silently hang out during Act 4. I messed up the code and the game softlocked there, with Siffrin and Loop sitting there silently. I thought it was very sweet. They deserve a little quiet time.
The second was in Act 5 - the House map had a lot of issues with the Act 5 map bringing you back to the normal House map. So one of the testers got brought to the normal House map and didn't notice, and interacted with the Mirror on Floor 3, and it gave them the normal interaction with everyone seeing the mirror and taking a picture, and when they went to look at the picture in their inventory, it gave them the actual Act 5 picture. A little bit after they realized the game bugged out, and told me about it, and begged me to keep that in because they were very unsettled by it. So here it is! Beforehand, it was just Siffrin silently taking a picture, so I'm glad I changed it.
✨ Did you ever have emotional difficulty writing the more sensitive parts of the script, like Siffrin’s intrusive/negative thoughts, for one reason or another? Moreover, did you worry the script may be darker than your initial vision for it anticipated?
Not really. The Mirabelle and Odile hangout scenes were the hardest scenes by far because I really wanted to get them right, but everything else was about the same amount of difficulty. And actually, I wanted to go a little bit darker for the script, but I was worried it was going to be too dark... When it comes to the dagger event, I had a whole tangent about Siffrin thinking about the best way to strike, so to speak, but I deleted it because it was getting A Little Too Detailed. T rating come back to me
✨ For the questions you WON'T answer, did you have your own answers while making the game? Or were they left blank?
Some of them I do, some of them I don't!
✨ I loved this game and I want to replay it but I don't want Siffrin to go through everything again!
Here's a little fun fact I decided: if you hit the credits, you helped a Siffrin escape. If you start a new game, you are creating a new Siffrin that you can emotionally tortu-IIIIIIII MEAN, a new Siffrin that you can help. Do not worry about your Siffrins they are fine
✨ A lot of those answers ended up being "It's your turn", huh.
Yea <3 The answers to some of those questions ARE there if you look. Some just aren't. But you can imagine whatever you want. It's your turn! I finished the game! I'm done working! It's your turn!!!
✨ I loved ISAT and it made me feel so many feelings!
Thank you so much. I'm sorry if you sent a message or ask and I didn't answer it. I read every single one and cherish it! Thank you for playing and thank you for writing me a message!!!!! When I get a little down I look at all of those and I feel better. Thank you. I'm sorry I can't answer them all.
✨ What will you work on next?
I have a project I'm currently in the preproduction stages of. I don't want to talk about it until I feel like I have some stuff to show. Plus I still have to make the ISAT artbook and some other stuff, so it won't be for a while. Nonetheless, I hope you will enjoy it!!!
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