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Congratulations on your game. It looks nice, the scenarios are well worked, the story is good and it's informative, too! And yes, you did a good work on transmitting emotions; when I was on the street under the rain, I could clearly perceive Yuu's desperation.

I'd like to provide you with some feedback on things I think can be improved:

  • There are 2 mistakes in the question about the square root of 64. One: I think it said "square route". Two: I think it asked for the square root of "√64". That's redundant; you should use "square root of 64" or simply ask for "√64".
  • In the bathroom scene, is a bit unclear who says what because every message box looks the same and they are too close.
  • The menu key... you should keep Esc working, too. The tip/explanation that appears when talking with the vending machine guy should be shown in the rain scene, too, or at the beginning of the game; you shouldn't rely on an optional event for providing the player with critical information (to me, this is critical because it wasn't obvious what the menu key was; using Esc is intuitive as most games open a menu with that, so you could not explain that one).
  • I see that several people (including myself the first time I played) went directly to the storeroom and missed a lot of the content. I think that's because people may think that the content is unveiled along with the story, so they don't "waste time" going off the road if they already know what they must do. Perhaps you may move the storeroom to another location so the player actually sees the first floor before finding it?

That's it. Other than that, good work!

Thanks for your feedback!!! It was really insightful. (And oh dear, 'square route' that's embarrassing xD)

The bathroom scene was a pain to event. With the lack of portraits, I tried to make things more interesting by having the textbox bounce around but the coordinates were just guess work and a lot of play testing. I really should have just stuck it to overhead and kept things simple hahaha.

Yeah, the menu key was pretty last minute. I really wanted the menu to have a background filter other than the standard blur. None of the menu filter plugins I found worked with the current version of pixi, so I ended up making a work around by using Yanfly's button common events. Unfortunately, that doesn't have a field for the ESC key, so as a non codey person I was stuck with just disabling it. Note to self; never sacrifice technical stuff for aesthetics...

I've been thinking about how to give the player a better chance to look around before hitting that autorun. My first thought was to give them another choice, but moving it downstairs would certainly at least let people know there's stuff to do there. That stuff is mostly just fluff, but after spending the time it would be nice to know people were seeing it. I still don't know if anyone has actually found that they could view all of the items in the inventory either. Ahh, that's the curse of a dev I suppose! I'm grateful people are giving it a chance anyway. Thanks <3

To reply to your other comment (being economical lol),I don't think it's so much about the speed as much as the actual motion. I didn't feel sick playing your game, but I know from playing a few other entries with scrolling movement that it certainly can cause that, so the same advice, just keep it condensed if you can. ^^