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(1 edit)

Hello! I streamed the game, and I have to unfortunately say that the experience is... disappointing.

I can commend the intentions in trying to make something more than a simple RPG, but there's a lot of things that I think are not done well.

First of all, the entire context in breaking inside someone's home doesn't feel appropriate for the actual gameplay: feels more a trial to complete than a intrusion - I don't see why they would keep a door with logic quizzes or having a timed chest instead of a... locked one.
The logic puzzles were interesting (I enjoyed them), but felt very out of place - like they were randomly put in just to have any semblance of gameplay.
Also the lost wood section was just confusing to play: there were no clear indication of what the area was supposed to mean, and even if I knew that was a "lost wood" section, going at random without hints is definitely not fun.

Also you mention that most of the problems are Unite's fault, but that doesn't mean it's ok to keep those parts unpolished. The game starts in the corner of a map with 2/3 of the screen being black - that's not a good way to introduce the player, there should've been more map to decorate the black part. Also, the dialogues go on a new line at the wrong moments, definitely a doublecheck would've help recognize this problem and try to go on a new line manually instead of relaying on the default function.
This unfortunately can give the impression of lack of polish and low care on some parts of the development process. 

At the end, I don't know what this game was supposed to be, since there's a mix of action and logic parts that don't really seem to define a core concept for the game and a story that takes random turns out of nowere, which doesn't seem to go beyond expectations.
Here's the VOD of the stream, but be wary that we made some fun of the Unite engine, but I still tried to give some constructive criticism on the game itself: 

Thanks from your stream! 


Time out lock actually makes more sense when you think about the security that was in place for it, the time out locks were invented as a means to combat real life pickpockets who can pick most locks. With enough skill even the most difficult lock can be broken but with a time out lock, you literally have to wait certain period which increases risk of getting caught like here.

Sorry about Lost Woods segment being confusing, it's more actually akin to the original Super Mario brothers castles, there's also just the trial and error there. 


The map having black edges is RPG Maker Unite engine issue, there's no way to fix it aside putting paralax like clouds or some other map like that but it looks really awful even with that.

The dialogue worked fine in editor, in RPG Maker Unite the exported project runs different resolution than editor... sometimes, which means the dialogue lines do jump like that in exported project. Again, this is RPG Maker Unite bug.


The reason I list them as feature is there's no way to polish these issues, the only thing that I can do is wait for an update to Unite.


Sorry that you didn't like my game, I was going for Action-Adventure, with a mixture of logic puzzles and some light action.