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(1 edit) (+1)

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.

Thanks for the feedback. There is a lot I'm going to have to edit/refine and your feedback is helpful.

  • 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
  • So some of this is due to how the engine compiles 3D models, the project file is 7 GBs, and how game settings are handled by default is done with having it in the top right before the game loads. I might look into having it automatically setup based on the performance of the system for reducing the graphical quality and such.

    >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)

    I do want to see what more people think, but I do have the project files for the song so I can easily edit it out if it becomes a universal thing people want removed. I think I might make the main menu version be mostly absent in vocals and keep the vocal version for the intro once that is made.

    I thought I got rid of a bunch of the written errors, but I'll review it again. 

    >

    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'll add this.

    >

    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.

    Ok it seems like people don't like the minigames in the prologue since they weren't originally made for it and the prologue needs some more work. I'll add some more choices for the player instead of having the minigames there.

    The animations I need to overhaul sooner than later at this point too.


    The biggest thing I'm getting is the prologue needs more choice and I need to refine a bunch more

    >It does set a good creepy vibe at the end of the interrogation, although I do wonder if this game is spyware haha

    It's not, I hope it's not too much feeling that way.