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(1 edit) (+2)

This would be amazing as a full game, though i think the odd grammar rules needs to be taught more clearly so people don't get stuck so easily. A few examples to help you understand problems 

**(Spoilers for people reading comments)**:

1. When I was first asked "Which one" in reference to the doors, I typed "Bang", not understanding that the word needs to be part of the full command (Though this might actually be a problem with text-adventures themselves and not your language)

2. When looking at the 2 creatures, big and small, they look morphologically different. This might confuse players into thinking that the second creature is completely different to the first, and is not simply a "bigger version". This, along with the foreign language making it hard to see "ki" as a separate modifier upon the word (since it is the first word seen on the poster from left to right, making the player think it is the original, and therefore correct) makes the area hard to comprehend.

3. A more obvious indicator of what can be clicked and used with the mouse and what needs to be typed would be helpful. The fact that the doors need to be opened with typing, but moved through by mouse (unlike other text games, which would you move with typing as well) can create confusion, since both actions are on the same door, but with different inputs. Another example is in the 3rd room, where i didn't understand that I could pick up the key with my mouse, and thought that "jigu" meant key, since the arrow was pointing in the box. (Though I understand this is a constraint of creating enough models in time, so you couldn't create another box)

Lastly, a more obvious sense of moving from room to room (maybe different coloured walls?) would be helpful, because otherwise it is hard at the start to understand if you are making any progress, or are just getting flung back and the door closing everytime you make progress.

This is an amazing game, and would be even better if expanded upon, I just thought I would give you some constructive criticism on signalling and game design, in case you wanted it.

(+1)

thanks! i agree with your points -- idk if it was too subtle but there's a slight glowing animation around things that are clickable, but i didn't put it on the open doors for some reason. the creature poster definitely might have been too difficult. i think this game definitely would have benefitted from some playtesting lol but I didn't really have time in the game jam constraints ofc.