Semi-on-the-fly remarks:
- Game page: "To complete the game, you need to specify the place of the crime, what the crime was committed and the motive of the crime." -> reminds me heavily of "Return of the Obra Dinn"!
- Game page says no file found for navigator version; maybe you put the wrong type of project in the parameters? (Or is it a witty way of having people forced to open the game page? X))
- Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
- Wow, nice in-house setting! :) Rather colourful. And sweet melancholic music!
- small detail: you can move your head while in notepad mode ;)
- nice sinister music for noir mode, too
- I would suggest having a counter showing how many times you can still trigger noir mode.
- Oh, you can CLICK to interact!! :o Found out during second use of noir mode in the kitchen; you should add this to the controls on the game page!
- Spoiler: levitating axe in past fridge; is this normal? X)
- (reflection error already mentioned in another comment)
- Oh, lost! :o Thought I had it!!
- Ah, restarting, I see the left window in the living room moving up! This could be cause by its resetting not instantaneously?
- Trying to get a bug by switching to noir mode in a door space: no. X)
- Spoiler or not: Oh, the drawers in the small bedroom (with the blue-blanket bed) are still all open! Caused by my first run? Or maybe not, seeing how the bed is absent, so possible robbery. X) Yes, even the refrigerator is not there!
- I feel like you can legitimately miss essential clues by not going to the right rooms, since three noir modes is quite scarce.
- Checking if I missed some objective: mispring "what the crime was committed" instead of "what crime was committed" (or "how the crime was committed"?) in the game page. ;)
- The clues are often quite subtle. I like how everything is implicit! :) Spoiler: I am thinking of the bottle I just noticed on the piece of furniture.
- I wonder what is written on these papers…
- Spoiler: maybe something in the lower-right drawer of the master bedroom, but the black/grey tint makes it hard to see! :o I think this is the knife.
- I just keep on losing, you really have to know where to look!! :o X)
- WON! :D For ‘Suicide’, which I think was the easier one. Spoiler: because I found the means first, which indicates at the same time the sort of crime, and which gave me a hint of which room to look in.
- What?! Lost for the ‘Violence’ one, I think I had it nailed down! Spoiler: nailed it on my next try when I could check more and see once more the bed was stolen. I thought the papers and bottles indicated the guy was nervous and had a drinking problem, so I thought of domestic violence. XD
- I like how some cases are not that obvious when you lack clues. :) So far, only one out of the three was really straightforward, but I may have been lucky to find the right thing first.
- By the way, very small detail: the texts for the motived are not ‘centered’ in the same way; I am not sure whether this is intentional. I am being nitpicky here. ;)
- Solved the third and final case, which was ‘Violence’! Although I did not find the body, actually… :o
- Trying to find the last body: I finally notice the eerie music box in noir mode music. X) Which sounds great.
- Realizing just now that the melancholy and pills can make you think of "Max Payne" (painkillers, anyone?). Noir and murder too!
- Still cannot find the ‘Violence’ body… Spoiler: I thought it would be in the small room whose door is next to the blueish painting, but it is not. Maybe the objects are enough, but this is not obvious, as they are displaced in several rooms!
Takeaway: clever concept, generally clever clues. I am not sure how the (clever) main mechanic (the noir mode) is related to the constraint, though? :o Maybe you mean that the current time is temporary, or that the player’s view of the past is temporary? I may have misunderstood.
The impliciteness of everything is great (and a good way to have less obvious clues than with text/speech); the three-time limitation for the noir mode made things a bit frustrating, as you cannot see all rooms at one time (which may be voluntary, to force the player to investigate more insightfully), but restarting was thankfully quick. I tend to think having another way to deal with the difficulty could have been better; for example, replacing the number limit by a time limit, and possibly randomising some stuff (such as putting the objects in random drawers!), so that the player cannot capitalize on his previous runs and still has some close investigating to do. :)
Really liked the concept, and the atmosphere in this lonely sorry house made me feel a bit blue… :o Nice one!
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