I feel that many will be offput by having to read a lot of text and miss out on this game. There is clearly a lot of work put into the story, and I appreciate the consistency when it comes to each of the endings that I could discover. When failing or putting together a nonsensical edit, we get ending 7. However, it's pretty thoughtful what the conditions are for the other endings. There's even one for exporting a blank project. The color/emphasis on the computer, bookshelf items, and desk items could be changed so that the player knows which objects to click on. When I played through it the first time I didn't even realize I could access the computer and the text files that were on it. The bulk of the story lies in those text files, so if the player misses that they miss most of the context. Maybe split up the text file segments with writing in a physical diary. Also, the text appears very small on my browser, so enabling the fullscreen option in the game settings might be good. Good work! This is a hidden gem of this jam.
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Thank you for your kind feedback and suggestions - I really appreciate that! You're absolutely right about the UI, the interactables need clearer visual cues, and the diary content is definitely the heart of the story that most players might miss. It's the team's first time taking part in a jam, and we changed a lot of things along the way (including the storyline), so the presentation of info was not polished. Despite those conditions, thanks so much for walking through the long textual contents, I'm really glad you love the story :)