There Was A Day by T90.
"There Was a Day" is a visual novel story about four anime girls making final preparations to celebrate Christmas.
Use left click to switch replies in dialogue (in some parts of the story the controls are disabled and dialogue progresses automatically).
All art in-game was created using AI technology (Stable Diffusion).
Music by Pyotr Ilyich Tchaikovsky - "The Nutcracker"
Story length: ~25-30 minutes.
If you wish to play in browser, it's RECOMMENDED to play on itch.io because there's correct viewport resolution.
CHANGELOG
Version 1.0.0: Jam version!
Version 1.1.0: Added Russian translation. No other changes were made. Available on itch.io (as downloads and browser version), ldjam version remains unchanged





Ratings
| Overall | 742th | 2.844⭐ | 66🧑⚖️ |
| Fun | 778th | 2.427⭐ | 64🧑⚖️ |
| Innovation | 785th | 2.347⭐ | 64🧑⚖️ |
| Theme | 814th | 1.933⭐ | 62🧑⚖️ |
| Graphics | 656th | 2.873⭐ | 61🧑⚖️ |
| Humor | 560th | 2.492⭐ | 61🧑⚖️ |
| Mood | 571th | 3.141⭐ | 66🧑⚖️ |
| Given | 81🗳️ | 98🗨️ |
I was so immersed in the game, and I was so haooy to see a happy slice-of-life-like visual novel, and then the ending hit and I'm like
WHAT HAVE YOU DONE I'M CRYING :<<<<
10/10 (Although I don't see the connection to the theme)
The story telling was great !
As for the AI art, yeah yeah, we aren't supposed to evaluate that here I guess, but I do agree that it enhances the overall experience, deepens immersion and supports the writing, so I don't mind it one bit.
Hi! Thanks for your feedback!
Sometimes we have to take tough decisions when the time for development is so limited.
To be honest, when the theme was announced we outright decided not to make anything related to farming simulator or grim reaper. Somehow we knew that there will be enough of entries like this :)
At first, we wanted to make point-n-click story driven game. Point-n-click would be responsible for the theme conformity, while the story will enhance the experience.
But in the process we learned the hard way, that either we are making finished story or functioning point-n-click gameplay; there's simply not enough time to do, test and debug both.
That's how our novel lost the gameplay part related to "Harvest", though you can still see some hints to the theme in the text itself. In the greenhouse scene, for example.
Unfortunately, of course, but that's the nature of gamejams.
Anyway, we are happy that we were able to create a proper finished story.
Thanks for playing!
You know, as an illustrator, it is pretty scary to see how quickly Ai could make beautiful art, but I can also see this opening up the the industry for new aspiring game-devs, which I'm happy about! ^~^
And, and I have this issue with almost all visual novels - I am a pretty fast reader, so the text appearing felt kind of slow, I would prefer to have it a little bit faster. This way, I revealed the whole dialogs right away. But that's no biggie. Great job here!
It is our first attempt at creating a complete and rounded up story, of course, upon re-reading it for dozen times it is obvious where we could've improve the writing or storytelling, but gamejam is gamejam.
Regarding the AI art. We are openly stating that we have used AI image generation and not trying to fool anyone. Personally, we see stable diffusion as a tool in the hands of an artist, not the replacement of an artist himself.
And we have been working tirelessly every day for the last three months, spent more than a thousand hours to "git gud" with this tool. You can check our telegram channel with the results of our work to see what I'm talking about: https://t.me/s/alpha2049
So in our eyes it wouldn't be fair to opt out from the art category and discredit all the hard work and practice we did to achieve this level of quality.
https://files.jam.host/embed/$315015/10724/index.html
It's a direct link to uploaded web version from ldjam, you can press right-click on this page, inspect and get that URL from iframe element.
That way it wouldn't run in iframe so error may go away.
Although I have to agree with some of the other commenters that I would have liked to have seen an opt out of the graphics category if you have used AI generators. At least you clearly mentioned it in the description, but I don't think it's fair to compete against human artists. I don't mind anyone using AI generators and you have certainly shown a great usecase for them, but in my opinion, it shouldn't be rated.
It was lacking in gameplay for my taste. More options or more branching would improve it for me.
Good job on finishing a story driven game on time!
Thanks for kind words!
Typical pipeline for background looks like this:
1. modify prompt and run txt2img until I get something close to thing I had in mind (usually 4 or 12 images per attempt)
2. when I'm mostly fine with result, adjust lighting and style
3. run for 50-100 images (time for tea or snack!)
4. select 2-3 best looking and manually fix them, adjusting stuff here and there, like paint over some illogical stuff, add crate
5. img2img/inpaint img2img on it with same query until it looks good
6. SD upscale 2x or 4x, select best one
7. downscale back
For "ruined" background I took result from step 5, took in into img2img with really high noise values (up to 0.75) and manually draw over them. A lot.
For portraits pipeline looked mostly same:
1. txt2img, select best pic
2. fix, inpaint, add details
3. upscale to 8k resolution using some method (sd upscale if it looks good, then gfgan or how it called)
4. cut background and downscale back (saves time on cutting background as it takes like 1-2 minutes using magic wand)
Overall, it took around ~4000 generated images to get 8 backgrounds and 5 portaits.
I appreciate all the effort you guys put into the story, it's very detailed for a 3 day game and the presentation is pretty polished. The AI art turned out pretty well, the final product looks good. I don't know if the game should be rated for art, since it's not really the same playing field as making it all from scratch. I feel like there's a little bit of a disconnect of the styles of the different characters and backgrounds sometimes, but I'm not sure if there's a good way to tune that with the AI. For the story, I would have liked to see some more background on who the characters are, where they live, or that sort of information. There's a lot of small talk and characters bringing up events that happened in the past, but I think trying to follow "less is more" and "show don't tell" a little more would have helped me appreciate the characters more. I think the parallel between the characters in the story and the life lost in the Ukrainian conflict is an interesting idea, even if I don't agree with the way you framed the war. I think it is a little jarring to have it be slice of life stuff and then have such a serious topic come though. There were some moments where I can see the parallel coming through a bit more in the story, but I think it could have been developed a bit more. Anyway, thanks for the game!
Not sure what to think.