Cheers for the help there. Will look into them. As for the player choices bit, never thought of that. 200% going into the next build.
Cheers for playing the game and double cheers for doing it twice. As far as reactions go, that is definitely something that was in the initial 'document' (my brain) and some of the in game choices were going to be risk now, pay off later deals. Like the inter knight problems were going to escalate if you didn't do specific things etc.
Right now, the advice I'm looking for is how to implement some of my ideas and the systems that I would need to achieve that. Basically, arrays/lists are something I am horrified of and intrigued by in unity. I'm also looking at how the game 'feels' in terms of player interaction to game reaction.
Thanks again for playing it, really appreciate it,
See, I wanted to avoid numerical outcomes. It smacks too much of systems and not enough of causal relationships. Hopefully the ending will, like in fallout, outline the choices you made and their outcome. However, given the time limit of 2 weeks and some massive headaches during production, these ideas had to be but on the back burner.
However, I can say that will be a 'good' ending in that your people are happy and 'bad' because them debt collectors are coming ;)
Thanks for the kind words. I'm working on a new version of the game with some visual indicators of how each thing is doing. My main aim with the game was to tell the story visually through changes in mood and such. With that will come better proofreading and a more cohesive design.
You know, I didn't think of newbies or family so good catch on that one. Now I'm not saying hand it to the on a plate, I managed to beat the levels with some perseverance. However, I also had moments where I wanted to just quit. I think it stems from the time limit placed on the player, if I fell on the last level with 20seconds left I would just wait it out and try again the next one.
Really like the game, has a real Binding of Issac feel ;) Now, one thing I would do is pitch bend the sound of the axe swinging of make some variations on that sound. That way it is less repetitive. Also, game feel is something you should look into, adding a simple animation/sound/effect to enemies dying will really help with that.
Other than those things I really dug it,
Want to keep this short, but, I really love this idea. Its got a cyberpunk LA Noir vibe that I am 200% down for. I agree with some of the other comments, a way to bring up the papers would be beneficial to the player. I think the mystery that you set up really lends its well to a sequel/expansion and I really REALLY want to know where it goes.
Keep up the solid work mate,
Hey there Nadia,
I only have a few major issues with the game:
now what I do like are the imaginative tone, lovely art and great direction. I really hope you get the energy to continue with this one, I think it shows some great narrative promise.
Keep up the great work,
Hey there Mr. Zalonar,
Dug the game and I have been eye balling your work on tumblr. I found the game to be really easy with some floaty jump control. The one bit that I really REALLY liked was the run down the ally with the bullet chasing you. Expand that feeling into the rest of the game, where you are JUST one step ahead of something, one step away from death. As has been said, the music was lovely and I really like the opening 'cinematic'.
Good job mate,
Hey Potatofuzz (ace name btw),
Right, same as last time for me, I'm gonna get analytical!
I'm going to get super analytical (because that's my bag yo) these are also in order of when I encountered a thing or thought of a thing.
Good job again mate,
I'd Like feedback on: Just aboot everything. Somethings I know are janky and I will iron those out.
I need help on: Just aboot everything. This is my first game so ;) Generally I'm trying to wrack my brain around arrays and how to use them in unity. Any and all advice there would be muchly apperciated.