In game thoughts
- 2.5gb is pretty hefty for an indie game. Should look into reducing this for space conscious players
- File and settings in the top right is distracting
- Y/N system should have it’s own window and controls. Just selecting Y or N. Less button presses
- It does set a good creepy vibe at the end of the interrogation, although I do wonder if this game is spyware haha
- Main menu music is a Jammer, right until the screamo verses covered up the sick beat. But that is a personal preference (I highly dislike screamo)
- The text has a strange feel to it, and I think it’s at least partially because you are using Passive Voice instead of Active Voice in a lot of the text. More info here: https://www.grammarly.com/blog/sentences/active-vs-passive-voice/
- There’s also some mistranslations, “What did she said to you” and such
- Ok this is cool. Why does the girl skip around though?
- I do not typically player text heavy games, but something that does help me is Bolding key terms or important dialogue so even if I’m spam clicking through I still get the gist of the topics being discussed.
- I can clip camera through the walls and see other levels
- If I click at just the right time I can skip multiple dialogues
- I’m really bummed I didn’t get to make my own choice in the prisoners dilemma. It seems like the perfect chance to give the player some agency
- I did not get those minigames at all
Post game thoughts:
I’m really confused by this game. There’s a lot of dialogue, but very little gameplay. My advice would be to take out like 90% of the dialogue and instead replace it with more clear player choice and dialogue. Think of the TellTale games, it was *very* clear when the player was taking an action and what the result would be. In this game it’s hard for me to tell when I’m even making an impact.