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(+1)

Interesting concept. Your Turn to Die is my favorite game, and I'm a big fan of Danganronpa so in theory I should like this.

In my playthrough, I went through the initial scenes (influence game, eating). Then visited most rooms in the building interacting with stuff on the way. I just read that apparently you can set traps, but I didn't come across that option.

The thing I was most interested in, is the design and the systems. But I feel like I didn't get to see too much. Like, the prisonner's dilemma minigame, the food poisoning mechanics, the fact that you can put or inspect items in other people's rooms, I liked seeing the little tutorials explaining shit. But the systems are only presented, they aren't really used in any meaningul way. They sound interesting in paper, tho, so I'm curious at least.

Game in general feels janky, in performance, general presentation (like, showing all the results of the minigames of all the characters, or the 3D models of the characters), UX (camera controls are a bit strange. also right click both controls the camera AND triggers the pause menu) and other misc stuff (entering any room shows a message that's like 'This person is already dead, so you can go in', or the fact that some doors are really tiny). I feel like you're biting more than you can chew here in terms of scope. It reminds me a bit of Yandere Simulator, but this is even more ambitious. Ain't a crime if it'll be free though.

In regards to writing, I have nothing more to add than what you already know. Might be worth considering to write it in your native language, machine translate it and manually adjust it.

So yeah, I feel like I haven't seen enough about how the mechanics would work to be interested. But it was fun to run around and see what you cooked!

(1 edit) (+1)

Thank you for playing. It's been a couple of days since I've updated this demo, so many things with the writing is currently being worked on with trying to iron everything out for bugs and mechanics. I've changed a bunch of the UI and other options to be more clear as well, but I'll update the demo again once I finish the rewriting aspects and fixing some more bugs. In terms of the writing, I'm currently writing it down, and using multiple tools to optimize it so it sounds and reads better. I sometimes dev on this when having some alcohol on the side, and that impacts the writing quality a bit. 

The demo is very early in development, so the broader reasons to be more invested in the mechanics isn't added yet, since it's AI and trial based. Most of the main mechanics left is making the AI for the backend, so coding wise it isn't too bad. Making still image graphics and rendering animations will take a long time when I'm forced to do it.

Setting up traps is a little complicated. First you have to get materials, and then go to the second floor to craft them into a trap. Once having a trap, you can put them on a majority of doors and airvents, or even a bathtub/pool for specific traps. It takes a while to get enough resources to make a good weapon or trap. I'm going to have to make a better tutorial at the start to explain many of the mechanics of the game, instead of only finding out when interacting with a specific thing. The game has a combat system fully done at this point outside of improving the skill descriptions. But it's not stated as much in game unless actively trying to do it. Same with many other systems already in the game. 

>(entering any room shows a message that's like 'This person is already dead, so you can go in', or the fact that some doors are really tiny)

That's a weird bug I didn't catch. Must have been due to how the doors are set up. I'll try to figure it out tomorrow. 

There is still a lot I have to do before making anything more meaningful so everything is in a better state, since going back to it later would be very unfun.