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Did the whole playthrough, it's amazing! You have a lot of text in here, and most interactable things have more than one interaction (punch, talk, inspect). That had to take a lot of work. Then you have inventory menu, equipment menu, skills menu, weapons menu! That's much more than a point 'n click game. That's something I'm (kinda) trying to have in my game too, that's why I'm excited to see it somewhere else. And to top it all off, you have an Undertale-esque fighting system. All on a gameboy cart? Incredible.

My main points come to the mood of the game. I thought MC is a detective but he has no issues with stealing, cheating, punching cops and being a menace to the society? Gaining bulk of the money was done by being an asshole to these neighbors? Poor lady with her TV thingy, she'll never get it back. And the conclusion is that MC is going to work with the mob boss? That left me with a sour taste, but I played the game with false hopes. Maybe you could tweak a backstory a little so we know we're gonna make havoc around the block and we're not an innocent little rodent or troubled detective walking uneasy path.

I have to say that I was also a little turned off by uniformity of the screens. You can walk left-right along the street and go up inside the buildings or back alleys, but no special twists and turns make it a little too restrictive. Maybe it's a stylistic choice but I hope the rest of the game won't be about walking from store to store. Gimme back alleys, roof paths, alternative paths through the sewers, it will feel more authentic.

Was there a way to screw yourself up? Like having too little money to finish a game due to bad pickpocketing, buying too much unnecessary equipment? I read that someone had a problem with lighting a stinky box on fire, but we received matchbox from the guy, so... were you supposed to go back to the pawn shop and buy back your lighter? I'm wondering if I was maybe playing updated version.

I'm super excited with this game and I'm awaiting further updates.