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(+1)

Hey, thanks a lot for taking the time to write such extensive feedback, really appreciated!

//Spoilers indeed

We indeed didn't manage to implement everything yet - we ran across some issues along the way that made us decide to release a functional game first and foremost with all the base work in place. Some dialog didn't make it into this version, which would give a lot more context to different quests and Albert's exhaustion. 

The action point system was a bit tricky to figure out- Fun fact: we did have a social battery/energy idea for the bar - but we ended up going with the daytime bar since we also wanted to emphasise on Albert not getting any time to himself. We're definitely looking at how we can redistribute the actions spent while also having every NPC solvable within a day AND making the player feel the restriction. I think taking on permanent changes from the previous day (such as unlocking new paths) is still on the table as well but I do enjoy the aspect that the game is solvable day 1, and it's the player learning and retaining information that drives the game's progression.

The soft locks were intentional - I was actually going to be more mean with Manuel shutting down more often, inspired by our programmer Pingu, who designed the first couple ones with Stella - I wasn't a fan at first but I can see the vision now. It's definitely something where the more updated dialog would've given a better idea of "why" but we definitely have to circle back to these, similar to the action points, to see how to manage player frustration while guiding them to make different decisions. I'm definitely a fan of second chances - especially in case the soft-locking dialog was chosen by accident. 

The number puzzles were all Pingu, I'm glad you enjoyed them as much as we did! 

Oh, and the grass thing only happened on the final upload, we haven't looked into the cause yet but we do intend to reduce the amount regardless to make loading faster. 

Overall you're making great points and a lot of these are already being considered so I'm glad we're already going in the right direction :)

(+1)

//Spoilers still//


Yes! incredible job once again! This was the first game I played from this jam, and I have played a lot since then, but as of right now this one is easily my most favorite!

I agree having the game be solvable from day 1 is a really cool idea. It makes the game meta in a sense because nothing in the game progresses it's all up to the player outside of the game. I'm really looking forward to what you end up implementing in the final version!!

I also just wanted to clarify in case there was confusion (which may be on my end.) The softlock stopped me from interacting with people altogether and didn't seem intentional. I was able to move around adn interact with the notes but unable to progress the day and had to restart the game (which due to the nature of the game wasn't a big deal but still hindered my progress a tad.) This may have been what you were talking about but just in case it wasn't I wanted to reclarify! I loved the Stella softlock though. That was a super nice touch.