Hi Zachi,
I've played your demo and even recorded it! I loved the game so far, especially how you handled the camera transitions, the overall style, and the character consistency. I was also very excited reading your article because it reminded me of my own journey as well.
I'd like to share some of my thoughts on the game UI, even though it might be too early at this stage:
- Inventory Counter: I got confused early on with the inventory counter. I'm too used to numbers meaning notification counts, so I thought it was showing the number of new/unexamined items and was trying to examine them at first.
- Controls: If you are not targeting strictly touchscreen devices, why not use the right mouse button for "look/examine" and the scroll wheel for the inventory, like in Deponia?
- Hotspot Popups: When hovering over a hotspot, the popup message stays in place directly under the cursor, which makes it hard to read. It would be better to make it follow above the cursor.
- Skipping Dialogue: I'm also very used to being able to skip the current voice line in other point-and-click adventures by simply clicking anywhere, not just on a specific skip button.
Those are pretty much it—just minor UI suggestions. I liked everything else! The puzzles I've seen are well-made, and I wish you the best in completing the whole story.
May I also invite you to a small Discord server for fellow AI point-and-click adventure developers?