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So you know, the version you submitted for the jam is the demo, not the full version. I did play both after I found the link to the full version in the devlogs. The concept is cool, the setup reminded me of the pre-King's Quest Sierra adventure games, and I liked that you turned the monster in the convenience store into an angel in the full version, thought that was a nice touch. The ASCII art was fun too, though there was a scene where the engine read the _T and _I characters as temp variables and threw error messages. That was on a scene where you're reading a Kira memo so I thought it was an intentional meta thing until I realized it was just an error. 


Not sure if I understood the point of Kira and the simulation elements. Finding the extra memos was kind of neat, but I'm not sure if they added much to the overall story. Speaking of the story, it ended up being pretty linear and with a lot of elements thrown at you at breakneck pace, so it was hard to get invested in the world. I think I got drafted by a goddess and then betrayed? It was hard to tell because I only interacted with each character for about 30 seconds to a minute. Maybe a simpler story with more space to develop it would be better.


The biggest issues with this game is that you use the return function to return to hub scenes. This makes it so that any progress from exploration gets undone, removes the tension from any choices, and necessitates the comments about where you get the items so you don't accidentally cheat. If you're going to make a text adventure out of a conversation tree, you have to be a little clever in how you organize the scenes. Let me try to show what I mean with your first encounter...


On the street

1) Explore store -> go to In the store 1

2) Continue down road -> Proceed to next section


In the store 1

1) Check behind counter -> get food, go to In the store 2

2) Smash vending machine -> get food, go to Flee from monster

3) Shine light in kitchen -> go to Flee from monster


Behind counter - get food

1) Continue -> go to In the store 2


In the store 2 (variant after you've already gotten the food from behind the counter)

1) Smash vending machine -> go to Vending machine

2) Shine light in kitchen -> go to Kitchen

3) Leave -> Proceed to next section


Vending machine - get food, monster hears you

1) Hide -> go to Hide

2) Jump out Window -> go to Flee from monster


Kitchen - monster spots you

1) Jump out window -> go to Flee from monster


Hide - too late, monster spots you anyway

1) Jump out window -> go to Flee from monster


Flee from monster - jump out window and run away, eventually lose monster

1) Continue down road -> Proceed to next section


So you see, each step funnels you forward along a branching path and you never undo any actions. You can also set a variable to add the food item to your inventory to be used in a later scene, either by having the variable unlock another dialogue option or have the variable load an alternate scene where the extra dialogue option is present. I hope this helps. I love old text adventures, and kudos to you for trying out this lost art form. It's a great place to start for programming.

Thank you for the feedback, and yes, i did submit the demo due to the fact it seems like this jam will be rated based on devlogs, in which i only have 2 in the full game. I will take everything you said in consideration to improve! :)

Hello, and i would like to thank you for your feedback again.

The bug you mentioned was fixed, among other things :)

Thank you for mentioning it. Im having a busy week so i wouldnt be able to patch early.