Part 2: The Ghosts
Update 2 - The Ghosts
MUSIC: Act 1



I wish I could get out of bed like that in the morning.

This is our Bard's home! Like most adventurer's homes, we won't be coming back here for a while.
Anyway, let's follow that arrow and head out the door.


MUSIC: Sunrise





MUSIC: The Bard
Ah! What a lovely day here in Langtree! Since there isn't a formal tutorial, let me show off the main mechanic now while we have a chance.

As with the sword, if we hold the mouse button, it brings up this radial wheel. Each slice of the color wheel is a different musical note. The lowest note is the pink color in the NNW direction, and the highest note is the red in the North direction.
I assume these notes translate to Do-Re-Me-Fa-So-La-Ti-Do. As well as the mouse button, you can press any of the number keys to also get a note you want, without having to use the mouse. I found the mouse to be much easier to use, so I only used to number pad to try it out and then never again.


If we hold the mouse button and push in a direction, we don't just sing that note, we also sing in that direction! Directional singing will come into play later on.

Lastly, this isn't really a mechanic, but is awesome to do, so I'm going to show it off.

Singing can effect the colors or parts of the background! If we also sing in some areas, parts of the map will start to jump around a little bit as if it's dancing! This doesn't really come into play in terms of gameplay, but is just cute and I love it :3


After turning the flowers purple, we head off towards the right. The left side doesn't have anything of interest for now.

We can sing to this squirrel and have it follow us around for a time. I wonder if it likes its new color of turquoise?

It's our good friend, Mask. How are you doing buddy?






Not only is this dude super casual about ghosts just flying around, but he's also enjoying people being upset about this paranormal development. I like him!

I'm not sure I want to be an accomplice to whatever Mask has planning, but he also seems pretty cool. Let's keep an eye out for a graveyard to visit.

Moving to our right, is an unreachable ledge and a bird. The bird seems to be humming a tune though...

That green mark correlates with our own green mark on the radial dial! If we bring it up and hold towards the appropriate direction, then...

We nab a bird! What can we do with a bird you ask?

Why jump of course! Taking this screenshot made me realize it looks like we are jumping off the bird, which is not how it's supposed to be intended.



With the ledge now climbed, we can continue on to Langtree Village.

Every new location is marked with an arrow. It's helpful, in case you want to stay in an area to search for secrets or people.



We meet a new bird, but this avian has a new tune to sing.



This is the gameplay getting a little bit more complicated. I never feel like any part of the gameplay or eventual puzzles (spoilers: there are puzzles in this indie game) are designed to make you feel stumped or super challenged. It's designed to be just challenging enough to provide satisfaction upon completion, but never to the point of locking off the game to anyone no matter their skill.

Moving forward a bit, and we find ourselves encumbered by another platform too high to reach. The solution?

We can still reach the bird from up here! This little bit is actually quite important to remember for future puzzle solving.


We have arrived on the outskirts of the village! There even seems to be someone here! Let's talk to them and see what they have to say:





Just as a LP note, words in bold will have that shaking quality about them in the text box, while words in italics will have a wavy quality to them. They are both neat little effects that the game likes to use to pepper up the sometimes mundanity of reading text.






SFX: Miriam Angry

I love Miriam's angry noises just so much. Despite there being 680 (!) clips of audio and SFX in the game files, I couldn't find her angry shriek. Shame, that.


No matter how much we continue to pester her, she refuses to budge. Oh well, let's continue on with our song...





Miriam, may have a role to play in this story. But for now, let's head up past her. The village with the shrieking ghosts can wait just a little longer.

After all, with a name like the Tree of Slumber, who could resist going this way!?


Something that may seem minor right now - is the use of perspective. When we jump to higher elevations, they come in to focus and the platform we were on gets a bit desaturated and fuzzy. It's a very neat visual effect.

This bird doesn't do anything in terms of puzzles, but it does do something regardless.

It joins us in song




Oh hey, our buddy Mask is here napping. He seems out cold, and doesn't respond to us. But what if we sing?



Singing him awake, will just have him fall right back asleep again. There's nothing else going on here, so let's finally head towards the village and see about helping out with that ghost problem.



MUSIC: Langtree




We get a nice panning shot of most of the village. Seems like everyone's standing outside, that makes it easier for us to talk to them about what's up with these ghosts! Let's start with this short fellow right here.

MUSIC: Langtree Spooky

As soon as we get close, the area turns blue and feels kinda... spooky.










Surely Clyde is exaggerating. We'll check this out for ourselves.




... Huh, there is a ghost. Ok, well has the broom been working Ms Mayor?

I guess that's a no.

The mayor, as you can imagine, does not manage to sweep away the ghost. So I guess it's up to... us? The bard?? To stop it????

VIDEO: Ghost Fight


MUSIC: It's a Ghost




This is, basically, a miniboss. I say basically, because there's no real punishment if you fail. You don't even have to keep to the same beat for most of these. As for the gameplay itself, it's "Simon Says". As before, it's not challenging, but it is engaging enough to keep you going. There's some interesting wiggles later on, but for now - it's Simon Says.



We match the ghost in beat and manage to shrink it a bit!



The ghost continues to sing a song, and so we match it again.



The ghost continues with another pattern to match. It's not complicated at all, so let's skip to the part where we beat it.




Ghost language is very beautiful, but uh I can't read what this is saying. If you got your degree in paranormal languages, I'm sure you're finally proud to let everyone know, as your expertise is needed!

After telling us something in ghost, it fades away. Off to haunt something else, I presume.





The mayor has left, leaving us alone in Clyde's home. There is literally nothing here to check out, as Clyde is a boring man who gets dunked on by the more interesting middle aged men with warhammer figurines in their bedroom.
Let's carry on.

MUSIC: Langtree

Hmm, it seems the color has returned to this area! I guess the ghost is truly gone.

Hey we helped through singing! All she did was chuck a broom at it.

That's all Clyde has to say, no thank you for our wonderful songs. At least he's ok though!


Heading west of Clyde's house and towards the rest of the village, brings us to the center of the village. First, let's check out that house.

Those seem like nice names! Surely they won't mind if we barge into their home?




This is our first dialogue option! As with most game's dialogue options, these don't change anything besides maybe one or two lines. There are some fun options though, and are sometimes better just by having an option. As well, seeing more than one option a playthrough is... difficult to say the least. The game doesn't have save files, but instead saves to the map file after EVERY conversation/action. This is really great for regular people playing the game, and awful for people doing LPs.

Anyway, let's go with "Singing!"

A cute little note, you have to select a different beat for every syllable. Which does make it actually sound like he's singing out his response! I say cute now, but later this gets kinda tedious.

Marley is a pretty cool character. I do like that they establish the Bard as knowing all these people and being friends with them. They don't act like they just met or start regurgitating backstory.

So the Bard moved out here? Interesting...

Aww. It's nice to see them sticking together. We need to go visit Ruby anyway, so maybe we'll see Francine there too.




While you're choosing your option, the Bard is kinda shaking a bit nervously. It's wonderful.

Marley is great, so hopefully we get a chance to talk to her again. For now, there's nothing else going on in her house.

We ignored her to go have a chat with Marley, but let's see what the mayor is up to now that her trusty broom is no longer needed.


That would be nice... Oh well, wherever would we find a Bard at this hour?

Don't rest too long or Clyde will be by to ask if he can help massage your swingin arm.
The mayor's home is to our left, but has nothing of interest going on. So let's head east!



MUSIC: Langtree Spooky

Seems there's another ghost here! We'll have to help these guys out, but let's see how they're doing first.

This is Bronson, a Scottish lumberjack who somehow made his way here. He's also got nothing else to say until we take care of his ghost problem. Right next to him is his son Woody.

Aww, poor kid. Well, let's go sing away this ghost.




A new wrinkle for this "fight", is that the directions are shown, but not the colors. It can make it a bit harder to memorize, but is otherwise still simple. There is still no penalty for failing, so you can take as long as you need.




This ghost has been sung away, same as the first we encountered. It also tried to tell us something in its language. Hopefully it's not an important message!
As with the other houses, there's nothing of note in them after the ghosts are beaten. So, let's head outside.

MUSIC: Langtree




Oh... that was a bit of a whiplash Bronson. Maybe you should see a therapist? Wait, it wouldn't be Clyde would it? Err, maybe belay that then.

Aww, Bronson you're an alright dude. Let's check in with his tough son.

Hi!

Thats... all he has to say.
Anyway, we've still got to check out those ghosts coming from the right side.


Ah, so this is the last place to go then. Let's go help poor Ruby out!


Oh hey! We found Francine!

Well now we definitely need to help! Not just for Ruby and Francine's sake, but Marley's too!

There's definitely a ghost here! Let's head inside!

But first... there's something over on this side.






Mask!? You were behind all this!?!? How could you scare the townspeople like this?

Oh God! He knows we know! Quick, Bard run away!

... Alright, you've intrigued me.


VIDEO: The First Dance



Sure, let's go ahead and get the explanation (because it's kinda great).

I want to emphasis this, there is a dedicated dance button that you can use at any time! Even during some cutscenes, conversations, and while moving! You can ruin touching moments by dancing, you can make silly moments sillier by dancing. It's such a small thing, but super cute and I love it. There's a good amount of dances too! So we're going to find all of them and show em off. Some are... easier to find than others.
Now that our new DANCE has been unlocked, let's go help Ruby!


We will get there quicker thanks to our new DANCE


Here's our other dance. It's a cute dance, but the spinning dance is better.


Right, Ruby needs help. Got it!


Don't worry Ruby! We'll spin over and help you!



Oh... well, uh, we're already here so I guess we can just sing away the ghost.

This time, the ghost goes invisible as well. Which makes it a tad bit easier honestly. Sometimes the animation made it seem like the ghost goes in a different direction, so just showing the direction makes it easier to match in my opinion.

Just showing off the dancing, while singing, in a miniboss fight. This game is awesome, in case you couldn't tell.


Another ghost gone, but more ghostly dialogue. What are they trying to tell us?




We... actually do just do that, huh?

Sure thing Ruby! We'll get out of your hair! Nice seeing you! Mean old coot.






The top two options lead to her saying "That sounds like a yes to me!" It's fun when railroading is made explicit! Our choice is going to be "HECK YEAH!"






"You can do it!"


"Just do your best!" There's no way you're that bad!


VIDEO: The Mayor's Song

Ok, so here's our first Overseer song. To learn the song we need to-



My ears agree, sadly. The bard's pained expression is great, by the way.








Hopefully she didn't hear me call her a mean old coot.

We will, but we need to check on Francine first!





I love Bard's subtle jabs here. The bard is kinda a... simple fellow. So for even him to be dancing around saying he doesn't particularly care for someone, means a lot.

I guess it can't be avoided any longer, let's go see Ruby... again... after she told us to leave and not come back.























VIDEO: Ruby's Song

As with the ghosts, the gameplay part of the song is just following along. There is no penalty or reward, outside of keeping with the beat and thus the song sounding better. This song is handled a bit weird, because we have to learn the song and then play it at the Tree of Slumber. So you end up doing the same thing about 5 minutes later in a different location. Other songs are handled much better, but the repitition is pointless since there's no reward. Though the scene before was absolutely amazing, and is what I consider the true reward to be.

Next time, we'll head back into the village, and see about singing the overseer's song.