I like giving feedback to projects that i take a liking towards, and this project seems like a worthy replacement project to do this with after the last one got bricked.
So, here are my notes for the first little area (up until opening the first door) made with AUTISM (and OCD) ((so you know its good))
Praise:
Bold and ambitious to make a transformation game that is equally focused on both tf and post tf.
Passive threats in the first area is good, letting the player get their bearings.
The amount of details per area is at a good level. You aren't leaving big open areas like a lot of early in development games do. MAYBE turn it down by like 5% if anything, but its really good overall.
Low loading times :3
Bugs/glitches:
Pressing escape in certain menus locks the window to the loading screen visually (functionality and audio are not interfered with, at least in some cases) Additionally, I found myself pressing escape intuitively to attempt to close gui elements (such as dialog, papers, etc.) only to be booted to the main menu.
Inspecting whilst being TFed allows you to move whilst being TFed, which completely scuffs the animations (LMAO)
The key just...disappeared when i clicked on it in my inventory?
The dialog box contains a high res synth portrait if still human? is this a placeholder?
Implementation Issues:
Might be a good idea to allow the player to disable passive movement-pausing animations of forms in the Tweak TFs menu.
Disable intro doesn't disable the opening character animations.
Dialog element is a bit obstructing and jarring, maybe make it a bit smaller and make it fold out into the lower left corner when triggered?
Inspection hitboxes are implemented in a very clunky and unintuitive way, leading to some cases in which I do not know what I am inspecting or interacting with. (why would I be prompted to read a paper on a table i am facing away from?)
The pooltoy squeaking sounds being a constant loop is excessive. Maybe have different squeaking sounds that are respectively linked to the animation that depicts a probable cause for them to be emitted? Also, why can I hear them that loudly through multiple entire walls?
Art Critiques:
Overabundant mixels make the art style of the game feel inconsistent and unpolished, and it also made navigation a bit more confusing. (this, paired with the incredibly low pixel count of the environment, as well as the lack of shading to aid my perception, led to me not even noticing the goo puddle in the operating room at the start, leading to my first TF much earlier than I intended)
Lots of errors in shape depiction. from the top, the upper left corner of the first room is curved, and yet a rectangular table sits flush with both walls. Speaking of walls, the depiction of walls are very inconsistent, both in dimensions and in if they are even depicted or not. (looking at the starting room, the hallway that connects to it, and the room below the starting room, the walls are completely incoherent. Furthermore, I think some of the trapezoidal tables and devices may have been intended to be rectangular.
-Suggestion: Considering the existing artstyle's look, the theme of the game, and the fact that it is a topdown tile-based map, maybe look towards SS13's Goonstation fork and reverse engineer their art to figure out possible improvements for your own? ( For context, SS13 is a tile based space station game, and the Goonstation fork in particular has great simplistic pixel art that manages to convey geometry in an understandable and visually consistent way)
.....And that's the notes I have for now. I will probably be back with some more, but for now, I wish you luck on the creation of this game~ :3
-Yoopgim434