Love Exalt 8372
Love Exalt 8372 is a mystery visual novel inspired by games like Danganronpa, Your Turn to Die, and the Zero Escape series. You can watch a video trailer for the game here!
In a world where monsters have been farmed to extinction for XP, twelve people with unique RPG class types board a train; among these twelve people, the last monster is hiding. Some passengers are oblivious victims... while others boarded this train with a plan already in motion.
Act 1 is complete, and Act 2 is underway. New updates will add chapters to the story, new minigames, animations, art, music, and polish for the rest of the existing game. Join the Discord to discuss the developments!
There is a demo! It includes the first scene, Act 1 Scene 1: Last Call. If you decide to buy the game afterwards, all your game progress will be transferred to the full version! You can download your save data from the browser demo and import it into the full game later from the "REMEMBER" menu.
This game is in development.
Currently, the game includes 8 chapters and 7 interludes, the playtime totalling to about 20 hours. There's a demo that includes the first chapter and should be a pretty good representation of what the rest of the game feels like. Replay the game to see different perspectives and to uncover secret lore or thoughts you might have missed.
Hope you enjoy the game! Thanks for playing! :3
Oh, also. If you buy the game on itch, you get a Steam key!
Important note for Firefox users
Due to itch.io's poor handling of SharedArrayBuffer, the game will open in a new window. This is something itch.io does and we have no control over. It should still work fine, but you'll probably want to resize the window, so as to eliminated the black borders surrounding the game.
Status | In development |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.9 out of 5 stars (16 total ratings) |
Author | Veki |
Genre | Visual Novel |
Made with | Godot, Adobe Photoshop, FL Studio |
Tags | 2D, Furry, Gay, LGBT, LGBTQIA, Mystery, Pixel Art, Singleplayer, Story Rich, Text based |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, Gamepad (any) |
Links | Steam, Discord, Twitter/X, Bluesky, Tumblr, Soundtrack |
Purchase
In order to download this game you must purchase it at or above the minimum price of $9.99 USD. Your purchase comes with a Steam key. You will get access to the following files:
Download demo
Development log
- Update 0.8.0, Throne of Attrition91 days ago
- Update 0.7.0, The Advent of the ChatFeb 14, 2025
- Update 0.6.0, The Beginning of Act 2Aug 31, 2024
- OST release!Jul 19, 2024
- 0.5.2, the loading and trial fixes updateMay 06, 2024
- 0.5.1, the music player & small fixes updateApr 23, 2024
- Update 0.5.0, End of Act 1Apr 05, 2024
- Tiny Cute Small Fixes Patch for 0.4.0Feb 12, 2024
Comments
Log in with itch.io to leave a comment.
I just tried the demo, but I hit a bit of a wall before the game really got going.
(Feedback contains slight spoilers for the early game)
At the beginning, there's a minigame with a maze. It gives on-screen buttons and since I was using mouse, I decided to use those. But then there was a surprise time-limit that was way too short to complete. Had I known that, I would have used keyboard from the start, but it was too late to swap. Since that felt unfair, I decided to start again. But keyboard doesn't have a button for right-clicking, so when I switched to the mouse to do that, I made a mistake and left-clicked. So on the third try I got it, and then the maze was half the length and I got through it easily because of the keyboard.
Then I got the next minigame and finished it. But then I missed the third again because of switching controls back and forth. I would have just re-loaded the game, but you've taken control of saving. I would have been fine with that if it felt like my fault for missing the mini-games, but since it didn't feel like my fault it feels like it's punishing me unfairly. I can tell I'm going to enjoy this game, but I'm getting too frustrated with the controls to continue for now.
So I have some suggestions:
- Make the game entirely able to be controlled with keyboard.
- Have an accessibility option that allows manual saving if turned on. (I would probably turn it off once I got a feel for the game, but right now, it's brutal in an unfun way.)
- Make the difficulty of the minigames change for different control schemes (I know this one's a tall ask for an indie).
Plz, I love these kinds of games, and I want to love yours. ;_;
(More feedback. There's a lot here, but I'm actually enjoying doing some QA here. And I'm absolutely savescumming now. XD )
Ok, trying again with controller instead.
Except... I'm using a nintendo controller, and this game gets nintendo's A and B buttons and Y and X buttons reversed, and there's no way to change that. I know Godot has a couple of good keybinding changing tools in the asset catalogue. (Later, I realised the minigame that gets you to press buttons in order, like BBYXA, *does* map correctly! Even tho other minigames don't! So I lost that minigame because I expected the buttons to still be swapped.)
There's a struggle with communication between dev and player throughout the UI. The skull on the main menu is the exit button, but I had to click it to find out, as it doesn't look like an exit button and doesn't have a tooltip. Same with Depart and Remember. It's flavourful, but most games stick to well-known markers for a reason. Intermission was entirely a mystery, but I didn't click on it because that word communicates "stop playing" and I didn't want to.
Similarly, changing only the brightness of selected text in the Intermission menu is hard to track when you don't know what can be selected. As I was using controller, if I didn't predict where the selection would go, I'd immediately lose it. Then I pressed B (on my controller, A) to back out of the Intermission and it didn't do anything. So I tried Start (plus) and that made me exit to main menu, which was wildly unexpected. Even moreso, "Continue" brought me back to the Intermission, not the game!
B doesn't close the "Remember" or inventory or conversation log windows. Scrolling the conversation log on controller is very slow, and if the start menu is open, up and down scroll *both at once*. How... do I take the seed out of my inventory when not using a mouse? I always expect the inventory to close the menu when I leave it, but it doesn't, so I keep accidentally re-opening the inventory after I close it.
I noticed the game keeps opening on the wrong screen. I think there's a Godot setting about whether to force the game to open on one screen or not, but I don't remember too well.
I am definitely enjoying the game a lot more now, but a decent chunk of that is me turning my frustration at the UI into enjoying discussing game dev.
Thanks for all the bug reports, we’re aware of some of these UI issues. It’s about time we added more smoothness for controller users too~ You can expect some fixes next update, 0.9.0
Glad you’re enjoying the game :D
this make me missed danganronpa
also i remember all the poses!!
Question will there bei an Android Version for this Game?
Eventually there may be, but not until the game is done, most likely~ gotta rework the ui n stuff
loving the style and story, but my god do some of the early checks/minigames have some high ass difficulty
specially so for the one where you gotta use your arrow keys in the order given, the time is so short that there's no room for error, which is a thousand times harder than the stopwatch minigame/check
this isnt helped by the fact that you dont get tutorials for these minigames before you actually have to play them, and the fact that you cant save at all mid-story means that you cant save scum which might be intentional but it just makes losing to an unfairly difficult minigame extra frustrating because if you want to actually get that extra piece of dialog/lore/whatever or that good outcome then you have to go through the entirety of the chapter again
Thanks for your feedback!
There should be a little map icon in the pause menu that lets you go into the intermission, where you can teleport to preset points in the scene. They unlock as you go through the scene, and you can teleport whenever you want from this menu. You can also use the X button at the top right of the screen to go back to where you were before you opened that menu. It’s not exactly “saving at any time” but this is what we have right now. Using this, you do not have to go through the entire chapter.
We’re looking into making minigames easier when you’re starting out, but no real idea yet on how it’s going to work.
ye, I used that feature to retry the minigames, but the first checkpoint was pretty far from the first minigames
Title and cover gives me danganronpa vibes. Cool nevertheless.
请问后续我们能看到其他语言吗?必须实时翻译在有些时候实在是很困扰。
Can we see other languages in the future? Having to translate in real-time is really devastating.please~:)
We’re looking into translations, but its quite difficult and expensive, especially for Chinese, sadly. We do plan to translate the game someday in the future though! Thanks for playing!!
Im so fascinated by the prose and lore implications here. Looking forward to seeing it develop!
Hey, having played the demo, I have to say I love the concept for this game; the character designs are great, and the story has a lot of cool ideas behind it, so I’d really love to see it improve.
Sadly, I have one big criticism: I feel like the writer really needs the help of an editor. There’s a lot of confusing and downright weird word/sentence choices that make a lot of the dialogue painful to read. It almost reads like it’s been auto-translated from a foreign language, but it’s only available in English. Here’s a few bigger examples, although really the problem is everywhere:
If this was fixed, which I recognise is a very big ask, I would definitely think about buying this game; but sadly in it’s current state I don’t think I can recommend it.
“I want to ensure a full, hard, solo bunk” and “torqued a damn syllable tighter” is Backstroke of the West tier translation train wreck. Maybe I need to check out this demo.
I’m a native speaker, scene 1 is just quirky like that B)
Thanks for the feedback!
Just wanted to share another perspective. The writing is so cohesive everywhere else that I think the majority of players will understand that those are stylistic choices and not machine translation errors. The little idiosyncratic bits actually greatly enhanced my enjoyment of my time with the game so far (and I have a bit of a theory that they may also be subtle examples of ludonarrative harmony, but even if I'm wrong, my earlier point still stands). I can't speak on whether such authorial flourishes that make this work stay with me more than if they had been written in a less unique manner are perhaps objectively the wrong writing choice, as I assume some writers would claim-all who choose to write are a very opinionated bunch by necessity, obviously- but I for one am very glad they're there and would mourn them if they're ever to be completely removed.
Anyways, thank you so much for what is clearly a great deal of hard work on this. I'm eager to see what fresh trauma you've in store for your players in future updates!
Thanks!!!!!
The cohesion of designs, the music, the writing...
Its excellent!
Thank you!! Love your fan art Suki!!
Oh my goodness the writing is absolutely amazing. I am stunned. Better than a novel.
Also I am very grateful for the linux build.
Thanks so much!!
Mew 👍👍