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I am not familiar with Hercule Poirot, so I can’t speak to how closely it fits in that regard. I enjoyed the story; it’s something that can stand on its own instead of needing to already know the characters. It had a very cozy vibe to it. The stakes felt fairly low, but it still felt good to solve the puzzle and figure out the correct answer.

There were a couple of points where I think it would have been nice if there had been a little more description. For example, when I wrote “Listen to Poirot” near the end, it might have been nice if you had talked about something like the sound of him cooking dinner instead of “I heard nothing unexpected.” From a gameplay point of view, “nothing unexpected” is a good way to convey to the player that this was unimportant and made sense; from a story telling point of view, I would have enjoyed that little bit of extra immersion.

I think you did a good job with this.

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Oh, thank you so much for taking the time to play and for the thoughtful feedback, that's really lovely! 

It's a relief to hear that the story makes sense even without knowledge of the Poirot stories, haha (I was a little worried about that!)

And yes, that's an excellent point about the descriptions—I haven't had time to write every interaction yet (the "I heard nothing unexpected" line is a default from the parser), but my main focus for the upcoming releases is to fill out those remaining gaps with small but character-ful responses.
I don't think I had "Listen to Poirot" on my to-do list for the kitchen interactions though, that's a great idea (thanks again)!