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(+1)

This was a deeply unsettling game that resonated with me long after playing. The way the addicted townsfolk became increasingly 'less human' after each day and their wanton need for the fish was a great draw. The fishing mechanic and time element also ramped up the tension and anxiety, and for someone that does not get on with logic puzzles the puzzle box and coded vault door were exemplary efforts of puzzle solving in an indie game. Looking forward to more narrative driven games from you!

Pros:

  • Rich narrative with secret bonus ending if you put in the time 
  • Mechanics that will keep the player on edge and also drive the journey forward 
  • Loved the 'low-grade' ROM style approach - bringing point 'n click back into the limelight.

Cons:

  • Think there could have been a little more impact with the main protagonist character and his son. Although the player is treated to dream sequences that have memories of the son, until the Mayor explains his dastardly scheme I wasn't aware that he had been kidnapped and what my overall goal was
  • Not really much a con, but I wanted to know MORE about Pleonexia. Perhaps in the kitchen there could be a daily newspaper from the mailman that gives a little more story to the people that live there and enrichens the world building already at play.
  • Ending could be perceived as a little ambiguous if not finding out the vault code.

I always try to give constructive criticism to each game I play, but the cons for this one are trivial in comparison to the overwhelming feeling of dread, uneasiness and plot involved in Pleonexia. I want to know more about the town, dammit!

Great game! 

Thank you for your feedback! Left a comment on your video as well (hope it comes through - been having some problems with commenting for some reason).

It was my intention to tweak the amount of customers & fish to put the player in an uneasy position. Nice work with the puzzle as well! I realise it wasn't clear, but the box was supposed to be something the player would chip away at from day to day (the information within was written thinking the majority of people would read it after the meeting).

As for the story, it was meant to be a mystery at first that slowly resolved as you play. I wanted players to respond with "goal? what is my goal?" and wonder about the fisherman & his son until things fell into place, but I can see how the mayor's final visit is a little anticlimactic for that part of the story. I think there's a horror to the way a massive, harrowing realisation could come to someone not through an extreme moment, but passively sneaking up on them. Although, that might not have been the right fit.

I'm surprised you want to know more about the town! I spent months planning the complexities of the story, and thought that if I added anymore it might seem a bit overwhelming. There should be enough detail hidden in the game so that you can solve the mystery of the fish & what's going on, but I kept background information to a minimum. (AlphaBetaGamer's video has a few comments and there are some real detectives in there if you wanna browse through people's theories!)

I tried an ambiguous ending this time, hoping that the feeling of being left in the dark after the normal ending would serve as motivation for the secret one. I'll consider going back to making both have some degree of satisfaction in the future.

Unfortunately there seemed to be a visual bug (not impacting gameplay) for the UI on your playthrough. My guess is the game window was beyond the vertical limits of your monitor? Sorry about that. It looked like it resolved itself at 50:14. Also my bad with the exiting the game, it should say "hold Escape to quit".

Thank you playing!

(+1)

I did get your YouTube feedback, thanks for that! 

It definitely made me feel uneasy! Ah, I thought I saw the puzzle and thought it would needed to be solved as soon as possible, it did cause me headaches (in a good way) as I'm not particularly great at logic/sliding tile type puzzles. Managed to crack it in the end though! Oh I certainly got the whole slow build up of the horror, particularly with the way things were going with the townsfolk and the story pieces falling into place. I thought the pacing was great, I actually missed a few cues to begin with (i.e. in the store room and window at the bedroom) that may have left some more breadcrumb trails for my brain to decipher. 

With regards to the visual bug, it was more post editing wise that I had a problem with. I should have just used the smaller screen and blew it up in post, but I was about half way through when I realised my mistake - so that one was on me! Look forward to the next one!