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Review

A topic by RosiePasta created Apr 15, 2020 Views: 1,465 Replies: 3
Viewing posts 1 to 4
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As an art piece (at least I assume it's an art piece, it's certainly framed on the website as one),  I can understand why gameplay is at a minimum for most of the game. The problem with that is that the average consumer isn't going to spend very long playing a game if the gameplay doesn't start quickly. I am one such consumer. I downloaded this game expecting a walking simulator in an abstract environment, but after watching the intro for around about 10 minutes, I got bored and turned the game off. Moshe Linke has a lot of potential as a creator, but this one falls flat just because it seems more like a video that I have to download the Unity .dll to watch. I liked the few environments that I saw with the limited time I spent in the game, but it wasn't enough to keep me in the game. At the beginning, I wasn't even sure if the game had started, it looked like the screen wasn't moving and I thought I had installed it wrong. I don't know if there's any interactivity in the game but I never got far enough to find out. Looked good, but ultimately wasn't good enough to grab my attention. 

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I had a similar experience at the start of the game. I didn't know if the game was starting, or if I was meant to do something, and sat pressing buttons and clicking the mouse to see if I was supposed to be interacting.

Then, once the opening begins, you have the same experience of just watching a movie ... but if you persevere you are rewarded with the "walking simulator" you describe, and some beautiful environments. I think you just need to get there a little faster :)

hey so now that I'm sober I can actually articulate the triggering mechanism ,legit the playing of the when the narrative role kicks in (storytelling/video watch) and when the player walks around the world to find the end of the maze that did it for me because as I was playing the game , the impression that you had to unlock keys to progress in the maze and where exactly the game designer wanted you do was vague but, at the same time very clear. I think this game has INCREDIBLE potential , I'm speaking in turns of non-eucledian mazes , generative soundtracks based on elements in the maze , generative mazes that can throw off the sense of place the player has during the maze. v inspired to do one centered around gothic architecture and mirrors

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what if it was IN VR