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(2 edits) (+1)

I played a bit of the GBA demo and got to an “ending” of the NES demo.

I stand by my previous assessment that this is turning out to be awesome. The music, the artwork, the characters. This is already a great game. I loved meeting Tommy, Aníbal, Hedda, Josu, and of course Cronela.

That being said, I have some suggestions:

  1. The English text needs some proofreading. There are bits of grammar that read like Spanish. The Spanish dialogue, on the other hand, was lots of fun, and I really enjoy your writing style.

  2. I would suggest renaming some characters for the English version. For example, Josu should be Josh in English. Non-English names are okay, but after the third character having a very Spanish name, I was starting to wonder what part of the US was this game set in.

  3. I know it’s still early, but I want more dialogue cues for why puzzle solutions are wrong! For example, why couldn’t I read the book when it was on the dresser, and I had to pick it up first? Why couldn’t I pick up a rock but had to push it instead? Why couldn’t I use the crowbar on every door I found, or even to break the padlock that goes into the basement? For most of these things Tommy just gives something like “I can’t use that” or “I can’t open that”, but I would like to hear why he can’t do it.

  4. As others have said, the control scheme is unusual. A is accept, B is cancel. That is the standard NES choice. With the SNES mouse, it’s fine, though.

  5. Double-tapping to speed up the pointer with the D-pad was an interesting choice. I kind of liked it over the acceleration that NES Maniac Mansion has. Just make it clearer in the in-game menu that this exists and it’s fine.

  6. Tommy being a selectable object is interesting. I couldn’t quickly find anything that I could do with Tommy in the demo, but I can see how it can be interesting. A problem, though, is that when I try a solution and it doesn’t work, Tommy stands in front of the object I am trying to select. This was most noticeable in the loose brick escape from the dungeon, as that puzzle actually requires two consecutive actions on the brick.

  7. Pixel hunting is a design choice that this game seems to embrace. It was fine on my giant-ass Trinitron, but on smaller CRTs remember that some of those pixels might be harder to find. An “assist” mode that flashes hotspots on the screen would be great. I think it can be accomplished on the NES by putting a small sprite on each hotspot. I’ve seen this approach recently on The Campsite, and I think it’s great.

All in all, great game, really delivering so far on impossible promises (who the heck decides to make the same game for 4 different retro consoles and one modern one??), and I am first in line to support the kickstarter when it goes live.

(+1)

Hello Jordi! I'm glad you liked so many things about the game! besides the characters! 

Of course it is a demo and there is still a lot of room for improvement. 

I am writing down all the things you mention, the vast majority make a lot of sense, and are not difficult to incorporate, there are some of them that will not be so easy, but they are very good advice and I will put them in the definitive version., good to be Honestly, we have already started to improve and fix things! 

For example, the buttons, it is true that we have to change them, and make the pixel search a little bigger. 

Don't worry about the missing phrases, Tommy uses "I can't do that" many times because there are many possible possibilities and many objects are so standard with (negative answer) but we will do many different phrases or actions for each object, to give you more life to the game.

Thanks again for your feedback and for being so excited about the kickstarter campaign!