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(+1)

An interesting idea and story. The Artwork and music are bangers and I enjoy the mysterious atmosphere very much. I also like how you intergrate the theme into your project, being in a literal 'fur-loop'. Also, the PCs are very cute. I want to pat their head so much. The background of the lab is pretty interesting, too.

However, there are a lot of drawbacks I want to point out (pardon me a bit, I am a bit harsher on story-driven game as an aspiring author myself)

1/ The basic movement feels great. However, when it comes to the parkour physic, it is a bit janky at time.

2/ The story are extremely slow due to bad pacing. After the third loop, I almost lost all motivation to continue.

Example: Up to meeting the machine, everything is okay, intriguide establish. However, after dragging through 3 loops blindly without any clues, I feel no sense of progress at all.

Remember, in video games and writings, progress is what mostly people are here for. Without progress, a masterpiece can turn into a very dull story.

A story beat should be included after each loop.

3/ There are no clear reasoning behind finding each other or the parkouring to find the [Break], except only to serve as a game mechanic.

Story-driven games should use mechanic to drive its story, not the other way around. The world, the game mechanic, and even the character contributes to the feeling of the gamer interacting with the story.

For example, if you want to evoke a sense of lost, rather than making the cave vast, you can make the path shorts but annoying to navigate. 

4/ Lack of instruction: Up to the machine is fine. However, the area after that lacks the intuitive design of the first area.

I assume you want to make the game has a mysterious feeling to it, or perhaps a sense of lost due to the character lost each other at each loop.

It takes me a while to understand I should use the loop on the break stuff. Perhaps showcasing it when they use it the first time will help.

The lack of instruction also contributes to my waning interested in finding the breaks, because I have no idea why is that for.

5/ Environmental Details: If you make one area extremely detailed, and other placed barebone, the players will notice that. Environment is also a key tool to convey a story in a game, so don't skim on it. If decorating the entire cave is impossible, reduce the detail in the lab and vice versa.


Overall, a very great premise. Banger music and artworks.

Don't be demotivated by this, however, this is after all my own opinion, always take it as a grain of salt and keep to yourself what you need.

I look forward to see its improvement. 7/10

Thanks for the in-depth review! Yeah most of your critiques were things i considered and reallllllllly wanted to fix, but alas it was a bit of an overscope so i had to compromise in some places just to make sure i could even submit on time :> But yep definitely gonna be a great lesson moving forward from this game, anyways thanks again!