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I think this game has a lot of potential and has a solid foundation for work. Unfortunately it's hard fpr me to give feedback considering that through our discussions, you were on the wire when it came to the completion of this game. However you should still be proud of your success nonetheless. How many people could say that they've released a jam project outside of the vndev community?

You've probably heard these before, but here are some pointers I would like you to consider when revisiting this project.

-Expand, expand, and expand. I think you have a cool motif going with this Lost and FOrgotton theme, but the execution needs more polish. I was asking myself constantly while playing your game; "What does turning mean?' and many similar questions about elements of the world. When you come back to review the script, I encourage you to consider when reading "How can I expand upon this to give it more meaning and impact"?

-I believe Poppy out of all the chars needs work. In my humble opinion, I found her to be too composed and too calm considering that she was just isekaied into another dimension. The survival bit at the start felt very immersive, but said immersion was broken as I found her, or myself, eagerly accepting everything that was asked of me. 

-In regards to the choices, there are areas where I believe that there are too many and two few choices available. In the start of the game, I was bombarded with choices, some being understandable such as running or waiting whilst others felt benign or meaningless such as grabbing a knife or a lantern from your bag. One choice I really disliked was the rest or look for clues choice because when I picked "rest" initially, the game warned me of missing out on clues. While I can understand this concept on paper, it came off as hand holdy considering that this is a choose your own adventure style game. There were also choices that only gave me one option. I'm uncertain if these occurrences were due to me lacking clues so I'll ignore that nitpick

-The tone of the game felt jagged to me. It started out as a choose your adventure-esque game only to slowly morph into a kinetic story. I was kinda bummed that there weren't choices that led to an escape route, but this might be one of the endings you told me about that you had in mind. Also, it was kinda awkward to be addressed in the third person when being spoken too, only to have it shift to second person when describing my actions. I couldn't tell if I was the MC or if I was guiding Poppy. What I'd suggest when updating is to really ground yourself on what you want this game to be. Look to your GDD and really fine tune everything.

-While it was awesome that you got VAs in on a jam project, some of them were hit or miss I'm afraid. I think Ronin's VA did a serviceable job at executing his lines and Poppy was alright. A lot of the enunciations on the lines, especially those that had the characters yelling, were a tad underwhelming. Then again I'm not a VA nor do I claim to know what good VAing is like. Just my two cents

I wish you the best of luck on the second release. Games like this sometimes need a bit more than a month for their true potential to be realised