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Starting with a warning that I'm incredibly biased since this game appeals to me, personally.

The game is technically impressive considering that it's a custom engine. I don't think it's something that players are going to care about but I'm taking it into consideration. I understand just enough to understand the level of complexity that went into the dialogue system or some of the interaction update mechanics. The fact that the
game came out on the other end as even just the foundation for a solid gaming experience is impressive.

When I hear that a game is a zero combat game I know to expect something special. I like stat-dependent progression. I think the use of the skill types is applied very well within the limited scope of the game. Beat the game and will definitely try different stat builds.


OLD-SCHOOL GAME DESIGN

I admire this game for being faithful to its retro vibe but I always try to bring attention to outdated game design conventions when I can. If your intention is to convey that with your game then just use this feedback as a general pointer on how it's being perceived. I do the same thing so I know the dilemma between authentic retro mechanics and overly-modernized mechanics simplified for the convenience of the player is a constant game design question.

The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that. Maybe there could be some kind of blinking colour indicator there to attract a player's attention when something is being "observed". Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.

Interaction mechanics are a little clunky and since the little interaction window is tucked away in the upper left corner you instinctively just forget it's there all the time and try walking while it's still open.

Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.

In the few places where you get information about you goal (making the fuel), after inspecting the instructions once, it updates to a new inspection text and you can never read the exact instructions again. Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing.

All things considered the game actually dodges some age old problems pretty skillfully -- this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here. But then again this demo was pretty straightforward so it's something to be more careful with when the game grows in scope and complexity.

Going to test how much the run changes based on stats.

TECHNICAL

Got no serious bugs. No system issues after the resolution issue was patched.

Flashlight's light looks kinda weird but I think it might be as good as it needs to be for that level of graphical fidelity.

Some manual errors in interaction scripting but nothing that broke the game.

SOUND AND MUSIC

The copyrighted music is cool, but very distracting, especially for this kind of gameplay. I agree that the royalty free is a lot more generic and boring but that allows for better concentration and better awareness when playing. The copyrighted music is still a fitting pick but feels like it should be reserved for specific moments rather than used as a main loop.

The vibe of the game is completely different depending on the track. The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for.

The protagonist TTS voiceover is also pretty distracting. I think it's still a good idea to have some kind of brief sound effect for the
protagonist's thoughts, but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.

Text-heavy games should do everything possible to settle down the mind of the player and remove any unnnecessary distractions during reading time.

SETTING AND WRITING

Enjoyed it because I just love exploration interaction adventures. Scenario seems like something I would come up with, and it's a promising start to an interesting adventure. 

Writing was clever. Gets too clever in some places but that's up to taste.

Want more. And thank you again for the great stream.

Thanks a lot for playing the demo, and for giving such a detailed review!
You've managed to notice a lot of shortcoming that I was afraid would be noticed :)
I will add a bit more context for what's going on. 


>The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that
It's supposed to be "current thoughts", and right now it's pure fluff. The intention is to kinda convey what the character "thinks" and add a bit more atmosphere to the game. I haven't been able to finish the contextualized thoughts in time for the demo. But I'll take notice that both it and interaction menu are "out of sight", especially with the interaction menu - I don't want the user to get confused in the dark.

>Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.

Yeah, that's the idea that I haven't implemented yet. Currently it just picks a random thought for each room, kinda like "give you a vague idea of where you are".

>Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.

Yeah, I've scrapped "equip anything" last minute. Originally I planned to do "equip the item to use it", but it was too annoying. I will definitely return to this idea, but the inventory currently is used only for combining items.

>Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing

Got it, didn't think of that. The items alter their description if you know how to use it, but I didn't think about "full item list". Will probably make a screen for notes and context.

>this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here.

Glad to hear! I was kinda scared because the main "gameplay" revolved around "Inspect anything remotely interesting", so I was wandering wether I've put "too many" hints or "not enough".

>The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for.
It's definitely trying to go for atmosphere. Though I always felt that the copyrighted is way more depressing.  Good thing I switched it to not be default.

>but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.

Yeah, you're right. It seemed like a good idea when I implemented it, but I guess I just got used to it. I'll limit it's usage next demo


Thanks for your review, and I'm glad you enjoyed both the game and the stream, I have a lot of fun playing your game!