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This is the most new-player-friendly IGMC entry I've played, I think, which is a fantastic thing. From the beginning, it starts minimal, providing a quick intro into the high-stakes infiltration, setting personalities for the main cast, and providing a sleek "attack/defend/items" UI for the player to interact with.

Everything feels seamless, and that might be Ever, In Time's best skill - onboarding the player into the experience and making it feel seamless in the onboarding.

Instantly, at any moment, you know what the stakes are, and why you're doing what you're doing, and the gameplay is easy enough to follow. The sprites are cute, the backgrounds are cute - everything is super cute.

There's a neat puzzle that might be the most difficult thing the game has to offer, but after a while of not being able to solve it, a "guidance voice" that embodies the voice of your friends prompts you that if you're having trouble, they can solve it for you.

I DID NOT use this. I solved it using my brain, because i am SMURT. (i'm smurt!!!)

The game has a great amount of polish, and that's just testament to how coda usually does things... full of polish. It might not be as down my alley as, say, his darkly humorous in-development project Dog Eat Dog (of which I'm ravenously hungry for!) but I do feel like this game will please many people who want a nice, singular RPG experience with easy-to-follow characters and conflicts, and a light tone.

It has some promising concepts here, plus a really fun use of the fantastic scripter gimmer's "Rewind Time" script... lovely to see it used here.

Overall, I do feel like it was a well-crafted story with polished UI, and a good arc and playful tone. Ever, In Time is codapill doing what he does - delivering a polished game with very few cracks! Love it. Thank you, friend.

(+1)

Aah, thank you kindly for the lovely review, Benny :)

I really enjoyed watching the VoD playthrough of 'Ever, In Time' and I think your critique was very fair and balanced - I learnt a lot from it. This was my first time using the RMMV battle system, and I think that shows given that I definitely kept things simple in that department. 

I'm glad you found the slightly-tucked-away terminal so that you could complete the puzzle, and that it was appropriately challenging. On reflection, maybe I should've had all 5 computers in a row to give that more visual clarity. 

I'm pleased you referenced my onboarding methods! I'm a big fan of easing players into your game, and teaching them how to play without information overload - it's something I strive for quite a lot in my game design. I want people who don't normally play video games to not feel intimidated, and RPGs are typically quite an intimidating genre for non-gamers -- and what a shame, because they hold some of the most wonderfully touching stories in our medium.

In my own self-critique I've determined that I could've done a better job explaining Tonic's motivations -- why they're nefarious etc. And just gone a bit deeper into the connections between these 3 friends and the villian. I think I would've had I not started this jam so late.  

Flipping from this cute look back to Dog Eat Dog: Scam to Survive development sure is a trip :)

Thanks again, friend <3