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Ranked 11th with 19 votes
|People's Choice Vote||#11||19|
Judge feedback is anonymous and shown in a random order.
People already know the name and we only just named it in private? Event texts in wrong places? Where did that green haired go? Why did he suddenly appear later? How did that kid know you laughed considering he doesn't even seem to be the same kid and appears so soon after? Spelling. Odd activity from followers at certain locations.
Dog was actually pretty annoying after a while. I wanted to just leave him at home with the feed since he seems to cry a lot and this can be annoying in places like the forest where you can't return home.
The brat actually felt much more rude than the main character. As did the parents. I'm surprised that considering how everyone seems to know each other that people didn't figure out the main character's symptoms. Especially since laughter doesn't necessarily equate to finding something funny.
Why is it that the main character saw the door as somehow always closed/locked when there had to be some way for people to go in and out (the green haired NPC didn't seem to have any issues with it being locked even if he did have reason to be there).
A lot of fun sometimes waiting for NPCs to move out of the way, maybe have a script to have them try to move away if the player is trying to move through them?
Graphics were a mix of different assets and the RTP. Mapping was alright in some areas, very large and empty in others and there were a few mapping errors scattered around, though nothing breakable.
The writing had some issues with grammar, spelling and sentence structure but for the most part was pretty decent. The dialogue flowed well and showed off a decent amount of characterisation. The story itself was bittersweet and emotional, doing a good job of getting the player invested.
The music was a mix of RTP and other, and it fit well together. The songs fit the scenes they were played in and helped build up the emotional tone at times.
Sound effects were present, though atmospheric use wasn't. It was well used, though, and nothing was jarring.
The gameplay was pretty simple - run around interacting with NPCs doing odd jobs and quests. The main aspect was the story, so that was fine. There was one plot battle which was unwinnable.
There was also a small 'minigame' where you had to keep your pet fed, meaning that when it started making noises you had to head back to your house and feed it.
The story, setting and characters were what made this game enjoyable. The story was well-told and had a great emotional impact.
The theme of the game was "learning to understand others and yourself". It was certainly present in the depiction of the main character and her struggle with relating to others who she couldn't understand (and who couldn't understand her). It was well-told and hit the mark very well.
This was a sweet little game with a lot of compassion and cute characters. I would have liked to learn a little more about the setting where monsters are hiding out from heroes and such. It took a while to get into at first but once we started learning more about Miriam, it got to be very affecting. The gameplay was fairly insubstantial and I found it a little odd to only have one battle in the entire game. Maps were short on detail and had a lot of empty space, although the hero forest looked nice. Overall I enjoyed it and I think it will open a lot of people’s eyes about what’s it like to have a “broken frown.”
It’s about a girl who has issues understanding her emotions because of a condition called Alexithymia. Because of this, she struggles with her relationship with people and blending in.
Basic Fetch Quest, not much to do.
Mapping Needs some work like in the monstown and the market. There are some typos here and there. Certain scenarios of the game is pretty good.
It was short and sweet. I enjoyed it. I think it just needs more polish.
Total – 61/80
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