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(12 edits) (+1)

Really enjoyed pV!  Awesome job to you and the team, for the second time! 🎉

So different from mV in many ways, yet so much to love (and despise you for T_T) this time around~:

- Major kudos on the UI, the UI design, the various accessibility features (img descr, audio titles, self-voicing NOT buried in the Controls section, font size+color+line spacing <3), the pop-out quick menu, the CRT lines and screen curving effect, even the menu and initial splash screen login prompt all resembling a computer terminal — it presents brilliantly, while also tying in thematically to the game itself as a STOP employee, and with the computer being used to access the interviews, the most important (interactive) parts of the experience.

My only beef here, and it's quite minor: I wish there were a custom keybind for toggling Auto-Forward, considering RenPy doesn't provide one by default.  Leaving the QM open got in the way in certain scenes, so it was a bit annoying opening it to turn on Auto, only to turn it off to enjoy a CG or re-read some lines, then re-open the QM to enable Auto again, etc.

- Love the sprite work, and especially how expressive and emotive Pavel is (espec when you twist the knife later on away from happy expressions :') ).

- The cinematography, animation, use of the 3D camera are phenomenal and really made the experience feel immersive, especially combined with...

- The voice acting, which was really high-quality and well-balanced.  The "sound bites" were used tastefully, and with the most impactful lines being voiced, those scenes stood out even more (tugging further at my heartstrings </3).

- Ditto regarding the use and sound balancing of the SFX and music tracks, all of which had great ambience and atmosphere.  The music was almost too relaxed and easy-going (intentional choices, I assume >:3 ), which further added to my sense of dissonance and discomfort leading up to the story's climax (especially having played mV, so I knew more or less *what* was coming, just not *how*).

- The point n' click desk sections were a nice touch, along with the phone texting UI and SFX.  Great use of alternating between ADV and NVL modes.  Also, props on leveraging RenPy's speech bubbles system, considering that's a relatively new feature in 8.x IIRC.  

- Regarding the story, I really enjoyed (being hurt by) it! <3  I definitely felt the connection between Deidre and Pavel grow over time, their bond solidifying as she gained his trust, and he her devotion and conviction.  It was also excellently painful seeing Pavel, a square peg being jammed by YTDI into their round hole without any thought for flexibility or individuality, not fitting in by mere virtue of being himself — a scenario and challenge I can relate to — with Angie being the embodiment of this rigid adherence to rules and "results" above all else.  So those aspects resonated with me, especially seeing Pavel being processed (punished) despite not doing anything severe enough to merit it, and how the cruelty and inhumanity of this becomes the fuel which incites Deidre into action.  It logically flows and hits in the feels, which is great!

I do wish y'all had another maybe 2 weeks to spend on the project, because as much as I enjoyed the story, I would have wanted to see more "intermediate" visits with Deidre and Pavel between his first processing and his Nth, e.g. with just the prosthetic legs, then with the legs + brain chip, then those + the arm(s?) and eye, to further build that sense of horror, unease, and dread re: YTDI's lack of moral boundaries (rather than jumping from "Look ma, no legs!" straight to "All the cybernetics1!".

Similarly, I would have liked for Deidre and Angie's final confrontation to have been a bit more fleshed out, although I'm having a harder time pinpointing exactly how or in what way, or what feels lacking or rushed here IMO.

30 days is NOT a lot of time, so I completely understand and appreciate picking and choosing your battles on what to focus on wrt the writing.

The beginning, the climax, and the ending were fantastic, and absolutely delivered though!  "Blue..."  Who's chopping onions nearby?! T.T

Also, the little throwbacks to mV like the grape-scented stickers and the apartment photo... <3

Again, phenomenal job this time around!  (and on finding a much more accessible form of pain and suffering: emotional trauma, instead of puzzles lol)

(+1)

Thank you so much for this incredible comment - I'm glad you enjoyed it as much as you enjoyed malViolence!

I'm gonna go through everything and give as best of a response as I can, haha. 

So - SPOILER ALERT for those who haven't played!

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- The UI is great, isn't it? Huge applause to spicaze, speck and kigyo for making it as beautiful as it was in the end. Spicaze made all of the elements, and speck and kigyo put them all together. Overall, I think they really added to the feeling of the final game. With the autoforward keybind, I'll see if I can apply one in a later version of this game. I don't think it'll be difficult to do - I just need to raise it with my team first.

- Glad you like the visual side of things too. I worked really hard on the sprites and CGs - and I'm glad they provided that appropriate twist of the knife later on. >:3c I loved creating the camera movements too - it was time-consuming, but very fun to see everything come together.

- Ditto with the voice-acting, music and SFX. Vyn and Adox gave their all with the voice acting side of things, and melo-dii and Doran once again worked wonders with the soundtrack. And to tie everything together, D.Ray did a phenomenal job with mixing + mastering all of the audio, and picking out most of the SFX for the game.

- I'm glad the point n' click sections worked as intended! I think NVL modes are severely underrated in VNs, so I wanted protoViolence to use it for its storytelling. Happy you like the speech bubbles too - they were fiddly, but I'm glad they worked as intended.

- I'm happy the story carried its themes and intended emotions across! I would've loved to write more intermediate visits with Pavel and Deidre. I think in an ideal world, i'd include another visit between the first and second visit in-game, and another between the third and fourth visit in-game... but yes, the one-month time limit for the jam meant that I had to be very strict about the length and scope of my story.  Likewise, including more scenes showing the breakdown of Angie and Deidre's friendship would've probably emphasized why the brevity of the last scene between them was important. Though I should note that Pavel's arm wasn't taken off due to cybernetics - it was blown off in the explosion! 

Overall, thank you for playing protoViolence and sharing your thoughts and critiques. I really appreciate it!