Play gameINeXITS's itch.io page
Judge feedback is anonymous.
Graphics look to be custom with a lot of filters ran over the top to make them appear very distorted. They lend quite a unique look to the playable parts of the game. The character portraits, however, look very anime and stand out quite a bit in comparison. They don't fit the rest of the game that well, but they're not too distracting.
Mapping is okay, but due to the graphics being so distorted, it can be a but hard to figure out what is and isn't interactive without toggling tags on.
The sound is pretty decent. It'd be nice if there were more ambient sounds, but what was there fit in well with the Sci-Fi feel of the design.
Music was moody and ambient but it was also the same track playing over and again and did get a bit boring after a while.
Writing was stilted and had some grammatical and sentence structure issues. A lot of words were back to front (as in descriptor after subject) and it came off as difficult to understand.
Characters seemed quite similar, honestly, and there wasn't much to differentiate them bar the portraits.
The game needed a lot more instruction or hints as to what to do. I had no idea what I was supposed to do and I gather I had to escape in some way but I could never find out where to go or what to do in order to leave.
Gameplay consisted of on-map interactions. There were no battles or puzzles (well, I guess you could say the game was one big puzzle).
You have 7 periods of time in which to do tasks to rack up points in order to escape.
The gameplay focussed on trying to figure out the best way to go about escaping. You had certain things occurring at certain times and some of it was random (such as who you met out in the hallway during the morning). Some things took the whole time block, others didn't. The aim of the game seemed to be collecting points in a particular stat in order to escape, however it would reset to zero if certain things were done (drinking from the tap, working, sleeping, etc)
This presented a problem as you also wanted to purchase pills that would boost your stats but you had no real ways to make money that didn't screw you over, stat-wise.
You could also purchase stat items. There was no save point (though I assume it had autosave.)
If, at the end of the day, you don't get enough points to escape, the game starts all over again and you have to go all the way through everything again and again in order to try and escape.
Also, you have to use the mouse to interact with on-map stuff. It doesn't tell you this, though.
The game started off interesting but quickly turned boring. Having to do the same day over and over again is annoying, especially when you don't keep any progress from the day before AND have to have everything explained to you again as though you don't know what they are.
If there'd been a skip text or fast forward text option (or just cutting out the explanation after you'd already had it explained to you before) then it might not have gotten so boring so fast.
Add in that there was some randomisation to what happened and what you could and could not do (for example, I thought bathing was a night-only thing but nope, at least twice it wouldn't allow me to use it during the night phase.) and you find yourself beating your head against a rock trying to figure out the why's and how's of the game.
Oh, and there's no instruction on what you're supposed to do and no hints on how to go forward and everything just reset each and every time you failed.
It could have helped to have everything be non-random, so that you knew what you were working with, exactly, and could use logic to predict what you needed to do, but the randomisation just messed things up.
And don't get me started on things that looked promising but ended up not being so. Or having your progress reset by things that didn't make sense (such as sleeping somehow exhausting you?!)
I just didn't really enjoy the repetitive experience.
You're trapped. You don't like being trapped. Escape. Yeah, it does really well in setting that up both mechanically and story-wise.
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