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briezar

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A member registered Oct 26, 2021 · View creator page →

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The texts are in Japanese and they're just literal translations of the instructions. Thanks for playing!

SPOILER ALERT


That cute revelation ties the mechanics of the game; that's how you would actually see the world in that form. There are 2 "correct" options in normal view, but in true view one of them would look identical to the wrong option, making you only have 1 correct option left.

What a well-made and polished game! I love the hand-drawn and boiling fx, the various interactions around the rooms, the in-game mouse that mimics my mouse movement lol, and finally the grim ending we devs are heading towards. This is truly the greatest sim game of the 21st century.

Does the Messenger info change each round/each card usage or do they stay consistent?

I can think of assigning a different outline color for each cat and their UI, but idk if it looks good or not.

Thanks for the equivalent long reply lol.

If it feels short then you're either quite lucky, or quite good at the game 😉 I added more info to the description, hopefully it would help others a bit more.

Thanks for the feedback, and thanks for playing!

I love the game and I also know the creators love their creation with all the polish poured into it.

Few improvements I would like to have:

  • Historian: What defines "Opposite"? What is #1 oppsite to, 5 or 6?
  • Messenger: What does this guy do? Does he give correct answer when asked about other innocent(s) like their position?
  • Puppeteer: What does 'the same adjacent character' mean?
  • The tagging UI clips out of the screen when I interact with lower cats.
  • The cats are hard to make out, as they blend into the background. Maybe some outline would help.
  • The cats meow twice when they die 🤣
  • 1 of the perks show true role per round; problem is I don't know which cat the role card is attached to. The cat's answer box sometimes overlap, but I can mouse over or hide all to know who it belongs to, that's not the case with the role card.
  • Why do some cats have blue/red circles under them? Is it to signal which cat I've chosen as innocent/evil last round? If so, it kinda disrupts the tagging and character selection of the next round.
  • Some cards have inconsistent writing, e.g. good characters/innocents and evil characters/demons (do they mean the same thing?

I only have this many complaints cuz it's a genuinely well-made game. Well done!

Heyyy no spoilers 😉

I did add a helper feature every few failed attempts (that technically gives away the puzzle) so I didn't think the fail messages need to be more descriptive, but thinking again, the game might be having too little hints.

Thanks for the feedback, and thanks for playing! Meow2!

Good game. I'm guessing you took inspiration from Fez? A bit more clarification to what a "slice" mean would be nice; I don't quite understand the mechanic of moving/rotating, I just figured "press xz qe a certain amount of times to finish the level".

Great idea and great execution lads! The UX is nicely taken care of, with the notebook, highlights and snappy response. Some more sfx and more polished art would be nice, but it nobody got time fo dat. Only thing I would change is the initial introduction that forces me to wait 20s readingthe same dialogues over and over! Allow click to fast-forward!

Love the style and tension of the game. It wasn't very clear what I need to do at the start so I kinda fumbled it. I don't really know what the items do, what 'quota' means, and what are the consequences of (not) pressing the button. There's a lot of waiting, so would be nice if i can fast-forward.

Rated and commented~ Great job on the game! Would appreciate if you can also do mine: https://itch.io/jam/brackeys-16/rate/495028

This is quite a polished game, especially for a 1-man work. Good job!

I really like the mechanic where scene changes to fit what you describe, but it kinda defeats the purpose of the initial run. Maybe just throw the player directly into the interrogation room?

- The setting is nice, audio and visual really fits the mood, theme is also on point.

- I don't really understand how to play the game as I couldn't remember the tutorial that is only told once; it's better to hand-hold the player with a small case first to teach the controls.

- Being to rotate the 3D object is nice, even nicer if it could be tied to a mechanic, e.g. the clue is at the back of the car plate.

Rated! Have a speedy recovery, and here's mine if you have the time: https://itch.io/jam/brackeys-16/rate/4950286

It's a simple game alright, though I feel like there's no real skill involved. The procgen sfx sounds cool, would love to hear more explanation about it. You should add more juice and animations to the betting, as it's the core loop of the game.

I played and rated yours! Here's mine~

https://itch.io/jam/brackeys-16/rate/4950286

I can see the effort being put into the dialogues (which has the most polish, with the stops, tension, and interconnected options), as well as the various in-house designs with matching vibes and bg music. Storyline is well-written, but I feel the ending is quite lack-luster and with no foreshadowing. The good point is that there is no text-wall except for the journal, but, most of the game just revolves around reading and picking dialogues which gives it more of a visual novel vibe. The streets scene could have some signs to know what building is what.

I enjoyed the game overall, though I got tired of reading at the guy's house with the recorder so I just picked the first dialogue option.

literally everything is perfect down to the itch.io page. The parallax card art, the juice, I'd moreso believe this game was a boiled down version of a released/to-be-released game rather than a 1-week jam submission (that's a praise!).

Well done!

I can see so much potential in this game. The visuals and audio are exceptional, story plot is solid (and mimics game devs current demise lol), with a bit more polish and UX this game can go far. Here are my 2-cents:

- Show, don't tell (but ig this is due to time-constraint). I'm presented with a wall of text for tutorial, but I still don't know what to do when I get into the game. I have way too many people initially in the settlement that I can't fully trust, so the game's first 5 minutes is just reading texts upon texts. If the gameplay revolves around reading texts, ya need to really amp the polish and juice of text-reading; click outside to close UI, click on item to open Item book, click faction emblems to open Faction book, etc. 

- What's the purpose of the game? Am I playing to win? Until everyone dies/resources drained? What are the consequences of my actions?

An eye for an eye 😉

https://itch.io/jam/brackeys-16/rate/4950286

An eye for an eye 😉

https://itch.io/jam/brackeys-16/rate/4950286

good concept, but execution can be better! I don't think spamming a key a random amount of times as a response to an event (aka QTE) is a good idea. I'd want to listen/look for signs then turn the lights on immediately to look for the killer; right now I'm kinda stuck between wanting to wait longer to determine the source of the sound, or face away from the source and spam at the sun so it turns on before everyone's dead.

This is in addition to other comments tho. With more polish, tThis could be made into a nice game.

yeah I reckon I probably should've added more info about the game's intent and direction in the end screen, as well as have more hints overall. It makes sense to me as someone who obviously understands the puzzle and why A is B, but to a lot of people it ain't. Thanks for the feedback!

The controls are pretty smooth, fun gameplay overall. I'd prefer some hints as I'm stuck at the Trust Me -----> level lol.

haha the surprise is just the extra helper feature. You're not missing out on anything. Thank you for playing!

Tutorial is nice, but content after that is too short. Theme is on point. Keybinds and controls fight with the player. Audio is lacking. 2D lighting looks great. Could use some more polish.

Anyhow, what's important is getting the game out, so, Good Job!

Audio, art, the feels and juice are absolutely amazing and taken care with love!

Having a bit of tutorial/hand-holding would be nice, just a border around the pasta station would immediately tell the player to interact with it. Controls can be more intuitive: invert the drag control, and have a click for light-tackle would be great.

I realize I can stack multiple pasta before serving, which is nice; what's also nice is being able to just interact with the table and serve all customers.

I haven't found a way to know which customer pays or doesn't pay (maybe my game sense is bad), but I would love some more clarity on this. It would also make the trust theme pop off more.

Not killing anyone also shows the everyone dead screen which breaks the immersion.