Feedback from 20 min demo, spoilers below:
Context: Feedback is written from an ADHD player’s perspective.
Menu Audio: Right as I opened the game, I found the menu selection fx to be rather daunting. Softer vfx is preferred, although it may not fit the theme of the game as much.
Room system:
I notice that I get punished for going back and forth with rooms. I find it necessary to do so because my attention span is short and I tend to forget what room I was just in. Or if I have to get up, get a drink and want to see where I left off.
With that said, it also means if I misclick between rooms I also get +1 hunger, for a casual game perhaps it might be better if hunger gets added in bulk based on which cutscenes I have unlocked, maybe the hunger value might end up being similar but I believe it makes more sense.
Player controls:
One thing I noticed is that I am not certain what I am allowed to do, and what I am supposed to do. If I play a VN I expect to choose the dialogue option that best fits my desired outcome. Because the game has both dialogue and combat, I am not sure which part of the outcome I am controlling.
Dialogue:
As of right now dialogue options don’t affect the outcome, but I suppose that is because it is a demo.
Undodgeable combat:
As a player, when not armed (or not being told I can do any damage), my natural response when I encounter a man with a gun is to just book it. I clicked away to a different scene immediately, but because the monster cutscene gets triggered anyways I felt like I was watching a movie rather than playing the game.
Enemy encounter results:
I survived the first chapter but I had no idea what I was doing the whole time. I was just spamming buttons between the 3 choices and I felt that all options simply work. I feel that with combat, if the options are pre-determined (if the enemy is unkillable and will escape later), I think at least I can be playing a mini-game and complete a challenge to unlock the next cutscene.