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I really like this concept, and the execution from an art and how the game works in general is great. However, it's too difficult to figure out what mood will work with what attack. It honestly feels like you could come up with an argument to fit any mood that could potentially be a "winning argument."

Maybe if the system was a little more like insult sword-fighting in Monkey Island where you can see what the actual response is, so you can kind of judge it on the merits of the actual argument. It would also be super nice to have an AI that just picks random things or something just to have someone to go against.

And, of course, as was mentioned before, some of the content is a little iffy. I saw you mentioned that you intended to satirize common couples, which is fine. It's just always something that you have to be careful with when covering heavy topics (domestic/emotional abuse are beyond heavy). You can get away with playing around with topics like that, but it has to be very smartly done. Just food for thought.


Thanks for the detailed feedback. Appreciate it.

Yeah, lack of system communication is what appears to be the biggest issue of the game. I've already talked too much about it in the other comments so I'm just gonna nod quitely here :) . 

As for Monkey Island, it's obvious that it's a big inspiration. But at the same time we didn't want to make the game feel like a rip off but actually make something fresh and new. In our case: "guess which argument is best for a certain mood".  And "find out which argument triggers the mood more".

I realize now that the topic we chose is kind of tricky. I saw that some people don't take it as a satire and didn't see that the stereotypes were exaggerated and intentional.  Which I guess would be evaded if there was more time for writing and thinking. And making the characters even more flat and comic. So point taken. 

But this is actually an interesting casus. Where is the exact line beyond which it's not ok to make games (or any kind of media actually) about something? I agree it's all about the message you're trying to give and the way you execute that.  I've seen some movies and games touching way more controversial themes and doing it so brilliantly that you end up with a positive message and a learnt lesson in the end. And I remember the ancient quarrel about "violence in games leads to violence in real life". I'm personally againts taboo topics and putting boundaries on creative content as long as there is a meaningful message behind the author's intentions (carefully and properly translated to the audience of course) and there are no offensive intentions against someone. Can't really put my thoughts into just a few sentences as this is a deep and controversial subject as well. But yeah, I'd definitely be careful next time I'm touching a theme like this. 

Yeah, not saying you crossed any lines or anything. Just advising caution when dealing with topics like that (especially when you have so little time to consider what you're saying). When dealing with touchy subjects, the difference between something considered meaningful/worthwhile and something considered offensive is often just how well it's done.