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The rooms at the end are really fun and amusing -- I love the new feel of the drop into that area. They're a little abrupt -- I feel like each could use a little more prelude or introduction to "frame" what you're about to see without explicitly spelling out what's inside. Why are we going in there, what are we about to see -- as the orange voice, how would you "introduce" these to your friend, the white voice. Although the "Don't Go In Here" room may need to be more of a surprise / curiosity-driven pandora's box, I can't help but think that the code room will come across very differently to different players, depending on whether their familiarity with "code in general" is 0% or 30-50% or... I don't know, I'm sure we have some 90% people around. So that might need to be managed / expectation-set a little more, a frame helps unify people's understanding.

The conversation is great, although it definitely primed me to expect more different-colored voices before the end! I was confused about the nature of the dialogue in the early hallway where the white voice has too many different random thoughts -- maybe because it was so soon after the orange voice first spoke, so my perception of "oh, this is a dialogue" got confounded immediately before it gel'd. Might be worth thinking about pacing.

I had no problem navigating, although the very beginning feels more abrupt than the earlier version, like there's something missing at the very very start before "is there something behind me" which feels like an odd opener?

I love the story so far!