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Released The Last Nurse Joy

This project has a release available. The full version is still a work in progress.
Project Status
Discontinued
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If a battle doesn't go in your favour, or the journey is just too harsh, the Nurse Joys and their strange machine are there to make sure the game goes on unhindered. Being able to take a Pokemon from battered and bruised to stable seems like magic. Still, it's a magic that no-one really questions.
But even magic had to be invented at some point. Some people in the Pokemon world today were alive when the machine didn't exist.

...And some nurse Joy, right at the bottom of the Pokemon world, had to be the last to get it.

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The year is 198X. A team of top-class scientists (and one nurse) from across the globe are anxiously waiting for the storm to end. They're one of the few to work in Antaxius 'overwinter' - it's the last region to be discovered by man, an icy waste where the nights are a month long. Once the weather finally clears, an icebreaker ship can make it to the mainland and deliver valuable equipment. Among the cargo is the Re:Vive - a machine that promises to magically heal any Pokemon, and any ailment.

Resident nurse Aida has been working here for 20 years, and out of all the miracle cures she's seen, this one could be for real. She knows it'll change the field of Pokemon care forever, and possibly the rest of the world. No more panic, no more stress, no more death, even.
But how will she spend the last week before that change happens, knowing things can't and shouldn't go back?

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The Last Nurse Joy won't have traditional Pokemon gameplay (mostly) - instead, it's more of a slow-paced puzzle game. Each patient will have an ailment that needs to be treated - but unlike vets in our world, a Nurse Joy has to deal with over eight hundred different kinds of pets.
Most of the puzzle lies in finding out what the issue is, or getting a finicky patient to co-operate with you!
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~Take your patient's temperature, measure their heartbeat, or even X-Ray them at the blue observation desk.
~Have a look at their anatomy, or find out if Ice-Types can catch a cold at the green diagnosis bookshelf.
~Pick up everything you'll need to treat, feed, or comfort your patient at the red treatment table!
~If you're completely stuck, try the hint chair.
~You can get a lot out of just observing your Pokemon, and more importantly - you can pet all of them.
Once that's done, talk to Chansey to lock in your treatment, and see if your judgement was right...
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Depending on how well you've done your job, you can get a Bronze, Silver, or a Gold ranking. There are 6 cases total in the game (with bonus cases potentially being added in the future once the judging is done. I'll keep you updated on that.) How many extra steps you took to make sure the Pokemon was happy, if you even succeeded in treating the Pokemon; all of that determines your rank, and...eventually, the ending you get.

Oh - and digging a little deeper into the where, why, and how of your patient's injury could lead to something special, but you'll have to find that yourself.
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Note: this game depicts animal injury and distress in a semi-realistic way.

Main Game
Resource Pack
Credits Text File
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MAIN TEAM:
AnonAlpaca - Lead Dev (Lead Dev???) for the game.
TechSkylander - Provided three custom scripts for the game - Drawers, Scoring, and a Medical Summary - and also bugtested most of the game. (Go check out those scripts, they should be linked on this page when they post them!)
Pantastic - Sprited some Pokemon, then both designed and sprited both Dr. Clementine and Dr. Garcia, who, she would like to clarify, is "the best character."
AceTrainerAvery - Made fogs, a few cutscenes, and composed some original music tracks for the game! Aida's theme is a certified hood classic.

Tilesets
Akizakura16 - Indoor Tilesets
AtomicReactor - Indoor Tilesets
ChaoticCherryCake - Indoor Tilesets
Kyledove - Indoor Tilesets
Newtiteuf - Indoor Tilesets
TheGreatBlaid - Indoor Tilesets
Thurpok - Snow Tileset
Rayquaza-Dot - Water Tile
Gallanty - HGSS Houses
Peekychew - S.S Anne Upscale

Overworld Sprites:

Neo-Spriteman
VanillaSunshine
PurpleZaffre
Maicerochico

Scripts:

Kellessdee - FPS Display
Tustin2121 - Exit Arrows
Theo/MrGela - Name Windows
Marin - Exporter, Scripting Utils
Boonzeet - Item Find
Maruno - Tile Fixer
Avery - Updater Script
Luka SJ - Luka's Scripting Utilities

"Pokémon Essentials" was created by: Flameguru, Poccil (Peter O.), Maruno With contributions from: AvatarMonkeyKirby, Marin, Boushy, MiDas Mike, Brother1440, Near Fantastica, FL., PinkMan, Genzai Kawakami, Popper, help-14, Rataime, IceGod64, SoundSpawn, Jacob O. Wobbrock, the__end, KitsuneKouta, Venom12, Lisa Anthony, Wachunga, Luka S.J. and everyone else who helped out.

Argument with Invaida: Board the Plasma Frigate (BW)
Aristarkhov's Theme: Route 228 (DPPt)
Theme of Mega Evolution: The Eternal Poison (XY)
Waking Chansey from Coma: Victory! Champion (DPPt)
Cassandra's Theme: Nacrene City (BW)
Clementine's Theme: Twinleaf Town
Victory against Invaida: Last Pokemon! (BW2)
??? Chansey's Battle Theme: Galactic Lab (DPPt)
Aida's Dream: Encounter! Cynthia (DPPt)
Final Perfect End: Strains of a New Beginning (ORAS)
Garcia's Theme: Encounter! Sailor (DPPt)
Golden Ending: Route 216 (DPPt)
Golightly's Theme: Encounter! Artist (DPPt)
Invaida's Theme: Encounter! Psychic (BW)
New Pokemon Center: Announcing the Results (HGSS)
Office Music: Goldenrod City (HGSS)
??? Office Music: Hall of Origin (DPPt)
Panic Music: Happening at the Lake! (DPPt)
Perfect End: Undella Town (BW)
PokeCenter Themes: (DPPt)
Scarlett's Theme: Encounter! Beauty! (HGSS)
Suspicion: Team Plasma's Theme (BW)
Taijiri's Theme: Encounter! Pokefan (HGSS)
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Firstly...
I'll put a Content Warning for some blood, cuts, bruising, injury on cases 1&6. It's nothing gory, but if you don't want to see that, I totally understand.
Secondly...
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These two jams were edited to become...
Saline Solution, and a Painkiller!
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This feather became the Distracting Toy!
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The owner of the Pikachu, Dr. Taijiri was played by trchar075!
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With a bit of Gen 4 restyling, and recolouring to fit the red, green, blue and white of the nurse's office...
This table became the Operating Table - the center of every case!
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This game table was placed in both the lounge, and the locker room. Even scientists play card games.
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Thirdly...
If you want to talk more about this game, then you can join a (temporary) Discord server dedicated to it. It's a tiny bit barren at the moment since I kind of forgot to maintain it amongst all the stress of the jam game, but here's the invite anyway. If you want to contact me personally - if there's any issues with crediting, if I need to include anything else on this thread, then feel free to reply, and we can continue our conversation in Discord DMs.

Lastly...
This is my first time being a lead dev as opposed to a lead spriter, and while there were a lot of growing pains involved and a lot of mistakes I undoubtedly made, I'm still immensely happy that I could put out a complete story, and thankful for everyone that helped make this happen.
I hope the Last Nurse Joy...brings you joy?
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AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
I have encountered quite the bug in my playthrough, but I have no clue what caused it. It occurred during the pikachu event. First, I noticed that the text was all pushed up. Then I suddenly was able to walk through not only the walls, but everything. Because the exit doesn't work anymore, I can't return the pikachu and can't complete the event. It was a lovely game up to this glitch. It's just a shame I have to restart.
What would've been the last thing you did before this happened? And by the text being pushed up, do you mean it was literally pushed up, or do you mean it snapped to the top of the screen? I might already have an idea of what this is (through on not being turned off) and if I can know the location of it then I should be able to fix it.
 

Glacora

Novice
Member
Joined
Sep 23, 2020
Posts
24
What would've been the last thing you did before this happened? And by the text being pushed up, do you mean it was literally pushed up, or do you mean it snapped to the top of the screen? I might already have an idea of what this is (through on not being turned off) and if I can know the location of it then I should be able to fix it.
I can't remember sadly. I left the game window for a moment to check discord or something, and when I came back the text started messing up. I do remember being in the upper area of the backroom. I might have been on the left side of that area checking something, but i'm not positive. The text is not at the top. it's in the middle. Also, I noticed this affected the options that pop up when you interact with pikachu. The box with pet, watch, etc was pushed up enough to where the top of the border was cut off.
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
I can't remember sadly. I left the game window for a moment to check discord or something, and when I came back the text started messing up. I do remember being in the upper area of the backroom. I might have been on the left side of that area checking something, but i'm not positive. The text is not at the top. it's in the middle. Also, I noticed this affected the options that pop up when you interact with pikachu. The box with pet, watch, etc was pushed up enough to where the top of the border was cut off.
Alright, so that looks like something where the text alignment was set wrong, or not reset after you used the...blood analysis machine? Currently we're making some common events that should automatically reset the text alignment, as well as whether the player is through.
 
Beat the next little segment of the game. These are the bugs that I found.

1. This is still an issue.
2. This event will repeat on loop if you go back to the room.
3. I can't interact with the fridge on this day.
4. There is no fade out when you leave the room.
5. Not a Pikachu.
6. I believe the wheat bag should have always on top turned on.
7. Collision
8. It is possible to repeat the sleeping transition.

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AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
Beat the next little segment of the game. These are the bugs that I found.

1. This is still an issue.
2. This event will repeat on loop if you go back to the room.
3. I can't interact with the fridge on this day.
4. There is no fade out when you leave the room.
5. Not a Pikachu.
6. I believe the wheat bag should have always on top turned on.
7. Collision
8. It is possible to repeat the sleeping transition.

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I think 2, 3, 5, and maybe 8 have already been alerted. Will pass these on to the rest of the team, should be fixed in 1.6.
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
1.6 has released!
- Zweilous' overworld has had some fixes. (The timing of certain details, keeping direction fix on
-All Inspect Pokemon actions will transition back to the main image after looking at them.
-If your bag is full when you try to take a blood sample, Aida will hold onto it until using it in the machine. Additionally, the blood analysis machine will stop spinning when it's finished.
-Fixed some errors in the Notebook/Summary- the stats will be correctly displayed even after hitting the "max" for a case, and the Skill bar won't go outside of its boundary.
-There should now be a limit for using certain care items, like the food in the fridge or the blanket.
-Anatomy diagrams should be correct for all cases, and should be centered.
-Tile fixes involving priority and passability.
-Chansey now leaves the office after Case 2, and Aida won't go in, either.
-You can pet Pikachu without gloves and not be sent out of the room. (You'll still be sent back, just not too far)
-Aida now has dialogue referencing the X-Ray on the Notebook, the books, PokeDex, and Hint Chair.
-Sound effects timing was fixed with tissues and X-rays.
-There was probably an error if you had a negative score and checked the notebook? I haven't heard of any error reports but the way the code was set up there probably would have been one
-Screen tones for outside were updated for the fog.
-Delcatty now appears in Aida's Dorm for a Case 1 perfect.
-Cutscenes in the locker room and Tajiri's dorm had characters covered up by the name window, I put in a couple lines of black to let SnapEdges give me some room.
-You can now bring inequality to Zweilous' heads.
-Cutscenes that could be repeated in their location should now all be fixed. In the event that the Locker Room scene is still giving you trouble, interact with the Pokemon Center sign outside the Waiting Room, or begin Case 3 if you haven't already.
-The many branches of the Zweilous case should all be functional.
-While searching for a Heat Source, your bag can hold more objects. If it still gets full, the events can still be interacted with without losing your chance to obtain their item.
-Some final polishes on the End Cutscenes.
 
Still slowly making my way through the game! Here are the bugs I've run into.

1. This event keeps repeating itself whenever I re-enter the room. (EDIT: I see in the 1.6 update notes that you have a hotfix for that.)
2. Blank NPC.
3. The Arcanine show the collision errors here.
4. Aida walks into the wall before going to sleep. (This is the Ditto night.)
5. Tajiri vanishes after this cutscene.
6. Blank NPC.
7. Is this supposed to be a Ditto?
8. Picking up the blanket sets you on a moveroute that gets you locked.
9. Priority.

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Ok, finally finished the game! I managed to get a perfect ranking on every one but case 4! Here are my notes!

Aesthetic
I really am tempted to say the aesthetic was excellent, and leave it at that. There was so much I loved about the game's visuals. The Pokémon icon/pictures to show their conditions was really immersive. I think some of my favourite animations had to be with Zwelious. It was so cute to see them cozy, and to see them snuggled up with Larvesta. Fuzzed-out Pikachu had my favourite design, though.

As for the overworlds, I quite liked the different character designs. Even though they're all scientists, you made the group look very distinct from each other. I think Garcia and Will were my two favs. (Is it deliberate that Aristarkhov's design resembles a Team Galactic member, and he likes space?)

The tilesets and mapping were also great. I thought the setting was fascinating, particularly as someone who already lives in a cold climate. (Right down to the common trees being Aspear berries, which cure freezing!) There were a few tiles I found stuck out. (Like the Re:Vive machine, and the beds.) It would also be nice if there was a custom battle back for the Chansey fight. But, beyond those tiny things, the visuals were fantastic.

The Gameplay
This game has some really awesome mechanics, and a cool (yes, pun intended) premise. I love the different mechanics that were implemented. (The shelves, the textbooks, etc.) It was fun to putter around the office and puzzle out all the different ways to treat the patient. Pokémon games where you focus on a specific career always appeal to me, whether it's being an evil team grunt, a detective, etc. This game was no exception with that. I do feel that the gameplay is a little rough in some of its execution, though. (To disclaim, I went into the game blind, doing my best to get perfect with every ranking, so that probably affects my views.)

To start with, I feel like a lot gets thrown at the player, right from the get-go. You have food, different tests, different treatment options, etc. I think a better learning curve would have been to introduce these things gradually. Skitty, for example, doesn't need the vitamins, or any of the type tests. Why not keep those cabinets locked until future cases?

Next, I don't like how things are sometimes left up to guesswork/very distant threads. I did my best to be thorough in exploring the facility/speaking with NPCs as cases went on. But, some parts still came off as cryptic. The Ditto case had me scrambling for ideas at times - I used two different tests, but I didn't come across any clear way to distinguish the Arcanine from each other, for example. It was the same with picking Pikachu out of the trio. Very little about its behaviour set it apart from the others, because we didn't know much about its personality to begin with. And it took me a bit of wandering to remember that Garcia had a keystone, which I could then try to treat Chansey with.

A good way to guide the player might be to give the player some sort of clear indication when you have a stat raised/lowered. (You could probably do that through a common event.) That way, the player has a better sense of how well things are going in a case.

Now for the tiny things. I thought the fight with Chansey was needlessly stall-y. I understand that you want to make Chansey powerful, but pitting the player against it when all it does is spam Sing + Softboiled isn't very enjoyable. Maybe consider lowering its level range to the 50s, and swapping out Sing for something else.

Finally, I think the game could benefit from a few more QOL additions. Running shoes and a speedup button would be nice. The player will likely walk in and around the facility many times, so having the running shoes to speed that up would be good. I feel that the speedup option would be nice because some of the repeatable interactions are long. If you make a misclick, you wind up mashing for a fair bit. (It's pretty easy to disable/enable speedup so the player doesn't speed through important cutscenes.) My last suggestion is that you should look into creating some sort of common event for when a stat is lowered/raised

Keep working to get rid of those bugs as well. I know it's because of the short development time, but it was a bit frustrating to run into issues when trying to complete the game over and over again.

The Writing
The writing, much like the graphics, was excellent. From the overarching plot to the little bits of flavour text, it was all great. The textbooks were an excellent way to immerse the player in the lore of the world, and Pokémon more generally. The detail was absolutely rich.

The cases felt tense, there was a definite sense of stakes as I treated each patient. I thought cases 4 and 5 were particularly strong. (Even if I struggled with 4 a lot.) The situation with Ditto had its creepy moments, as well as its funny ones. The Joltik bit in particular made me laugh. Gothitelle's predicament was also great. I love the realization and eventual conclusion of that case, it was an absolute suckerpunch to the gut.

Seeing the distinct personalities of the Pokémon was cool, too. I think Zweilous's was the most obvious, of the bunch, followed by Gothitelle's. I know it sounds like a strange point, but I also appreciate that not all the Pokémon love Aida. Some are indifferent, some are friendly, etc. (Although you'd think that some would want to avoid the office, given how much animals in real life tend to hate the vet.)

I wish there was more build-up to Chansey being the patient of the final case. I feel like there could have been a lot more oomph if the player knew more about Chansey's personality, and saw more interactions between her and Aida. Perhaps you could add an option to pat/have other interactions with Chansey while working? You could even implement it so that it affects dialogue in the final case in some ways. (Speaking of Chansey, I love the symbolism behind Chansey breaking the diagnosis table.)

That's only a tiny criticism, in an otherwise great story.

Bugs
1. Collision.
2. Priority.
3. Joltik has elected to stick around.
4. Wrong details.
5. Typo.
6. Going back into Tajiri's room sent me into the shadow realm.
7. Missing an icon, here. (I had this happen with the Gothitelle and Chansey case.)

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Overall
Excellent work with this jam!
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
YOOO EKAT THANKYOU! I really appreciate this longform response, and I'll keep several of these things in mind if I ever make a post-Jam update/sequel. Getting to see the balance between cryptic and obvious was probably one of the most interesting part of watching all these playthroughs, and it's good to hear decent feedback about where people would have gotten stuck. It might sound...self-assured to say that I have thought about these issues too, but yeah.

The fact that the writing and tone and graphical style landed makes me really happy, and I honestly wasn't expecting anyone to pick up on the Aspear berry thing haha!
Have you ever wondered why Cyrus' parents had such astronomically high expectations of their son?
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
Hello! I completed your game, and I figured I would share some thoughts about it.

"Some" is honestly an understatement because... holy shit, where do I start??? The Last Nurse Joy did not merely bring me joy, it cycled me through the whole human emotion spectrum in the best possible way.

A patchwork quilt
If I were to liken this game to something, it would probably be along the lines of a patchwork quilt -- so masterfully crafted, so deftly and intricately woven, so beautiful, and so, so warm. Yes, the Antaxius research lab in winter is warm... that's the impression I got from this game. The amount of thought, care and planning that went into developing every aspect of the game was apparent; the amount of love you have for your characters and the world you created really, really shone through in your final product. The themes, the foreshadowing, the symbolism, everything that makes a great story were conveyed so impeccably. There are truly, so many things to love about this game, not just in an objective, game design sense, but in an emotional (?) sense as well -- I fell in love with the entire research team as I was playing through the game, and by the end it ended, I only wished I could spend more time with them.

Because everything is so tightly connected, it's difficult (for me, at least) to isolate individual aspects of the game (e.g. story, aesthetics, gameplay) without touching on other aspects, so forgive me if these following subtopics are... arbitrary, rather than anything that resembles an actual review.

Aida
I never thought I'd say this about a seventy(?)-year-old lady, but... Aida is truly the best girl. As it should be, because this is her game, after all! It's a testament to your writing skills that "The Last Nurse Joy" isn't a title just for the sake of being a title/just because you're playing in her shoes. The fact that the entire story is crafted around her character rather than her being a mere participant of a bigger plot, the fact that the 6 medical cases and the manner in which they play out are written with the purpose of growing and developing her character first and foremost (as well as reinforcing certain story themes), the fact that you get to really, really know her as a person... everything just... falls into place so beautifully.

Antaxius research team
Something I really enjoy is the way the player gets introduced to the various characters bit by bit, not just Aida, but every single one of the members on the research team. I love how much nuance there is; how the player has to piece together crumbs of information scattered throughout the game to try and understand each character, while still leaving certain aspects open enough for their personal interpretation (like the relationship between Clementine and Garcia, for example!) The Gothitelle case stood out to me for embodying these aspects especially well -- the way the player was introduced to Gothitelle and her nature way, way before her case, the way they were made to infer Gothitelle's motives from the tasks she made Aida do, and the way I can't help but speculate about what's going to happen next... just makes the eventual payoff so damned satisfying. Things do, however, get a bit too on-the-nose for my liking during the Ditto case, but I understand if it's due to the nature of the case that information has to be presented that way.

Warmth and coziness
Like I mentioned before, there is a lot of warmth in this game, even despite its setting. Or maybe its precisely because of its setting that the warmth is made more prominent. A lot of it, I feel, can be attributed to the vast amount of detail that went into creating its atmosphere -- the way the safe haven of a lab is juxtaposed against the harsh blizzard outside, the way the closeness and camaraderie of the game's small cast is apparent in their interactions with each other -- and the way Aida feels so, so strongly about the things that are important to her. I don't know if it's intentional, but I love how her office is set up to be like -- the dim fog does give off the impression of an old, worn, 20-year-old office, as it should, but the upbeat music and the smiles on the patients' faces after each case makes it feel like a cozy place, makes it feel like home, instead of something that needs to be torn down. On the topic of the patients... they have honestly no right to be as cute as you made them to be. Literally every case had me grinning widely by the time it ended. The sheer amount of time and effort you took to draw out these extra animations, to bring the Pokémon (and the human characters as well!) to life must have been exhausting, but if it means anything, I can affirm that the end result is nothing short of incredible.

Some nitpicks: Bugs
I played the bulk of game on v1.5, so I'm not going to point out specifically which bugs I've run into, other than the fact that there are... well, quite a lot of them. In general, events still exist on the map even after they are over (Taijiri's room event keeps autoplaying), certain characters have no dialogue, events set to "through" during the course of a cutscene remain "through" after the cutscene's finished (like the thinking chair), and certain items pertinent to a quest's completion disappear for good after you choose to toss them away from the bag, creating a softlock. I think you'll have to anticipate there will be asshole players like me, who'll go in the opposite direction of where they're supposed to, and everything from the previous stage will have to be cleared out in response to that.

Other nitpicks: Gameplay, the Ditto case
Maybe its the researcher in me speaking, but I absolutely love the fact that the "puzzle solving" in this puzzle game -- the core gameplay loop -- is, essentially, an application of the scientific method: constructing hypotheses about the patients' issues, doing research by reading the books, conducting tests with the instruments available, and deriving conclusions from the results of said tests. A gripe, however, is the fact that the player wouldn't know what a particular instrument or a particular food item/vitamin does unless they pick it up and place it in the bag (with limited bag space) -- and then they'll probably have to toss it away to make space for other items because they don't actually need it, which makes things a bit cumbersome. Perhaps a description of the item when it's hovered can be added to the cabinet script? Fortunately, it is easy enough to get into the groove of things once they get past that hurdle.

And maybe I'm a teensy bit biased against the Ditto case because it's the only case I got gold on and not a perfect rank (though, the cuteness of the Arcanine sledding scene did mitigate a lot of my saltiness of not getting the true end ^^) but... it got extremely confusing trying to process a ton of dialogue to figure out which character is at which location during the interrogation portion, only to have the fake being way too obviously fake (I talked to him last), which was a bit anticlimactic (?), I feel. I would suggest making things a tad more concise and more easily digestible, but the problem might lie in my utter lack of spatial conceptualization skills rather than the design of the case itself. ^^

Extreme nitpicks: Science
I am aware that this is a fantasy game set in a fantasy universe, and that science in that world might not be the science that we know it as, so please take this segment with a pinch of salt, if you will. The thing that stood out to me the most was the fact that you referred to Zweilous's conditioning as "Pavlovian" (eliciting a response to what was a previously neutral stimulus), when I would argue that it's more along the lines of Skinner's "operant conditioning" (using positive/negative reinforcement) -- but Pavlov in that universe might be a whole different person altogether, for all I know. In addition, spinning the blood tubes in the way that was portrayed in the game is likely to mix it (as in the case of a shaker), rather than separate its components (as in the case of a high-speed centrifuge), but that might be a representation/metaphorical thing, and given that it's a "blood-analysis machine", I don't want to go too deep into that either.

Other aspects that got to me way more than they should are: 1) the fact that the "cone of shame" is referred to as such instead of say, a "buster collar", but then again, I am not at all familiar with the veterinarian industry and the terminologies they use; 2) Aida not using the Draconic Readout because she's "not feeling it", rather than something along the lines of "because it won't be useful in this situation"; 3) the description of Vitamin B (I know there are many different types of Vitamin Bs, all with different effects, so it's hard to come up with one, but still!) In essence, they seem kind of out-of-character to me, undermining Aida's expertise and professionalism as a medical practitioner in a certain sense, but I guess I can rationalize it in a "she's old, she's been going at it for many years, she's a little tired, cut her some slack!" kind of way.

A final thought
I feel that if it were a different team, composed of different members, this game wouldn't have existed in the way that it is. The way your strengths play upon one another and mesh together so well; the pixel art, the specially-created scripts, the custom music and the animations, all these are such unique and personal touches that makes this game exclusively... yours, a game that only your team can create, a "signature", so to speak. I hope I'm still making sense at this point ehehe. ><

I'm truly sorry for the super-long post, but I have way too many thoughts about this game and too many feelings that are clamoring to be expressed! >< But more importantly, I would like to express my gratitude to the dev team for making such an incredible game! Thank you so much!
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
Honestly, I like the super long responses, gives me a lot to think over. Seeing if I balanced the difficulty, legibility, etc, effectively helps me a lot. Thankyou for your thoughts and I'm glad you saw what I saw in the game in terms of the tone and just general vibes, it makes me very happy aaaaa
(And also, I wouldn't exactly call you an asshole player for going literally everywhere and anywhere? This is a puzzle game after all.)

(Btw, actually had no idea that Pavlovian specifically meant changing a neutral response. Neat.)
I wish I could respond to the entirety of the post in as much detail as you but my brain is just going AAAA EXCITEMENT
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
1.7 has just dropped!
-Aida now changes out of snowsuit in the ship port
-Arcanines are no longer passable
-Crew fully disappears from ship port
-Aida no longer claims her colleagues' Pokemon for herself
-Clementine now bundles up when outside
-Three new Pokemon can be borrowed- Scarlett's Castform (in her dorm), Tajiri's Volbeat (in the greenhouse), and Garcia's Espeon? (in his dorm)
-Aida's Pokemon are healed after a battle
-Animol has been renamed to Painkiller
-Gothitelle's legal name is no longer Ditto
-Various cutscenes have been touched up
-Fixed gloves being always on top
-Clementine fixed the fencing in his kennel
-Gothitelle will reluctantly accept a blanket instead of forcing you to walk into a counter for eternity
-A tree in the lounge was removed to allow the player access to Dr. Will in Case 4's interrogation scene
-For saves softlocked at the end of case three- speaking with Scarlett in the Waiting Room should now trigger the final cutscene. Any new saves will progress as intended.
-Running shoes have been added. To turn them on in an existing save, interact with the Groudon statue.
 

rooster

Rookie
Member
Joined
May 13, 2020
Posts
3
Haven't finished this game due to crashes, but so far, absolutely loving this gem as someone who worked in a hospital & lab. There were so many references to medicine-- I love it. And all the small details scattered throughout the environment really tied everything together to create an almost familiar home.

Just to be transparent, I am running the game through Wine on MacOS. I crashed several times, but I wouldn't be surprised if this was due to unconventional methods of playing the game.

1. During 1st case (skitty), selecting the wrong treatment plan (send skitty home) prevented me from changing that plan afterwards. Tried overwriting by selecting "keep skitty in hospital," got confirmation, but then when I talked to chansey to summarize the plan, it still says to send skitty home. Had to restart and select "keep skitty in hospital" as first choice, in order to bypass this.
2. The observation notes seem to be updating, but sometimes when I check the notebook, the notes disappear? Happened during both the pikachu and Z cases.
3. During 3rd case (Z), I wrapped the blanket around Z and the game crashed.
4. During 3rd case (Z), after given task of finding something to warm Z, I left the main building to explore outside. When I went back into the main building, the game crashed.
5. After going outside, seeing the Empoleon/Ditto attack cutscene and being asked to return to the main house, I went back to the main house and immediately crashed.

Decided to stop here for now. I had much fun so far though! Aced the first 2 cases and absolutely failed the 3rd lol

Overall, this game was challenging in terms of finding out the most efficient treatment plans for each mon. I honestly wish there was a little more hand holding or indication whether or not I was close to satisfying all the conditions for max success, but I can see how the vagueness was intentional to promote replay-ability. I tried interacting with everything I possibly can, and the tidbits of info that I gleaned from these interactions helped point me in the right direction, but I was still a bit lost. For example, I never found out what the exact usage conditions for Vitamins-- was there a book somewhere that explains things? I just went off my medical knowledge...

Regardless, good job to you and your team! I hope to be able to complete the game some day :)
 
3. During 3rd case (Z), I wrapped the blanket around Z and the game crashed.
4. During 3rd case (Z), after given task of finding something to warm Z, I left the main building to explore outside. When I went back into the main building, the game crashed.
5. After going outside, seeing the Empoleon/Ditto attack cutscene and being asked to return to the main house, I went back to the main house and immediately crashed.
Did you happen to get any error messages on these, or did the game just stop working?
 

ThatWelshOne_

Champion
Member
Hey there! I've just finished The Last Nurse Joy and I wanted to give my thoughts. I went into this playthrough completely blind, so please take some (or all) of the following with many pinches of salt.

As others have said, this game was visually stunning. I enjoyed the feeling of being part of a community when walking around the facility, yet the outdoor area evoked in me feelings of loneliness, isolationism and a bit of fear.

The custom animations were amazing. Seeing Aida hug Gothitelle and Chansey really brought those cutscenes to life. Animating the patients, rather than using their usual overworld sprites, was really well done and conveyed the idea that "these Pokémon are genuinely unwell". I particularly liked Zweilous shivering in its (their?) blanket. The X-rays, diagrams, textbooks and so many other neat features were genius. Amazing job with this!

The gameplay was SO unique. I am in awe of how a complicated series of events was achieved in such a small amount of time. I appreciated the problem-solving aspect to a point. However, and this is where the salt-pinching comes in, as someone with no medical background, I found all but the first case somewhat frustrating to navigate. I spent more time than I imagine was intended going through a process of trial and error, trying everything I could take from the cabinets, often to no avail. Looking back now, I can see that most, if not all, of the cases were fairly simple, but the clues were too cryptic for me. In fact, if not for Ekat's review, I don't think I would have ever worked out the last case. Speaking of cases, I only had 5, which might be linked to my overall terrible performance, but could also be a bug. I'll let you be the judge of that.

I'm so sorry I couldn't be more positive. I think having the thinking chair give a second, less cryptic, clue could be good for people like me who need their hands held more than others. That way, it's an optional "easy mode" for the, shall we say, less medically minded folk.

On a more light-hearted note, in the final battle, Chansey took itself out with Metronome -> Explosion, which I thought was pretty funny.

I'd echo what has already been said by others. The writing was brilliant and another personal highlight of mine. There are a few things I might have just completely missed. For example, why was Ditto borderline evil? Is that normal behaviour for a Ditto? Did something happen to make this Ditto naughty? I think the same thing applies to Chansey. Why did Chansey jump into the Re:Vive machine? What was its goal? I can understand that providing motivation for why Pokémon do certain things can be tricky as this would move down the path of whether Pokémon have morals/an understanding of what's right or wrong.

1. In the final case, you can recruit multiple Sigilyph and Roserade, maybe others too, if you leave/reenter the respective maps.
2. All of the red doormats have passability either side, allowing the player to step into the void.

Overall, The Last Nurse Joy is unmatched in its novelty. I have my personal criticisms, but I'd encourage everyone to play this game. Thank you, AnonAlpaca and friends, for creating this unique experience. 😀
 

AnonAlpaca

Why Do People Call Me A GOAT
Expo Team
Joined
Sep 4, 2020
Posts
62
AYE thankyou for giving this longform reply - it's really cool to see any criticisms of the game and its gameplay, since I quite like this case-by-case, slowpaced kind of experience and I want to make others. I can answer some of your questions about Pokemon motivations!

Why did Chansey jump into the Re:Vive machine? As much as Aida wanted to believe she was taking the moral high ground and taking the arrival of the Re:Vive with good grace, the Chansey that had been with her for 20 years now could see past that. Pick up on her anxiety and such. Unfortunately, what it thought was that the Re:Vive was going to destroy their relationship and hurt Aida more than it could possibly help, and so it...decided to do what a Chansey always does.
Make the thing that's hurting a person go away.

Why was the Ditto borderline evil? ...The answer to this would spoil the Extra Mile ending of case 4, but let's just say - can any Pokemon be considered evil, if they're just following their trainer's orders?
 

Nomi

Trainer
Member
Joined
Feb 24, 2018
Posts
77
Thank you to everybody who voted for our lil' game for the Community Spotlight! Considering this was Anon's first time directing a game, I'd say it went well! Thank you all for supporting our project!! <3
 

marmarcus

Rookie
Member
Joined
Jun 6, 2021
Posts
2
Loved this game but a spoilered list of all the endings would be nice? Because I don't know if I could go through it multiple times again.
 

Teraunce

the Eternally Lost Silver Dragon
Member
Joined
Jun 7, 2021
Posts
5
Bug report here: If you walk to exactly the tile that causes the whiteout transition and back down fast enough you get stuck in perma-whiteout mode if you save after that. I lost my 36 score perfect skitty case save to that. If someone wants to tell me where the save files are kept I'll gladly share mine. actually here have a video:
I suppose as a minor additional bug you can walk through one of the shipping containers and in the room with a broom and voltorb flip table the broom is solid and blocks up-down movement despite being able to stand in both spaces.
 
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