Honestly hard to give this game a rating because I can't figure out how to play no matter what commands I enter it says unrecognized command and help doesn't seem to do anything at the moment. You might have made a game even harder than mine! lol. The atmosphere in this game is great and the art is nice.
Computable Curiosity
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This felt like a pretty standard horror game. I gave up on day 3. My experience with the enemy felt more Chillas than Alien or slender. Not sure I really understood where agent came into the game. The environment had a lot of dead ends which would be bad if you want the game to be more like running from a monster. A map might be helpful.
I think this game is pretty good overall. The movements feel good and I could certainly see it becoming even more fun with skill. I thought the level design was a bit lacking, especially when it comes to where the player is supposed to go. Often times in these types of games you want the player to feel like the levels are relatively sight readable, at least once the player gets comfortable with the controls. Putting in more arrows and less dead ends would improve the gameplay. I like the idea of the portal gun, however I definitely tried to use it like the other games (LMB and RMB). Also allowing the player to place portals in this type of game could be really fun but also could result in the game getting stale as the fastest solutions end up becoming who can place the portals the fastest rather than using any of the fun movement mechanics. I didn't get much in the way of agent from this demo but I guess that part of the story can be added later. Also the narrative is giving the aesthetics of a crazy plot twist and the only thing the player is given is that sometimes the levels are in color and upside down. TLDR: I think this game has potential. The mechanics need refining, the level design needs to be clearer, and it needs a full story to make great.
I'm not entirely sure what the objective of the game was. I found myself unsure as to why I was making the decisions. Are higher numbers good? If so, they don't seem to be conveyed very well. I didn't finish the game so I'm not sure if there was an ending. The action cards and the scenarios didn't have anything to do with each other so the decisions felt rather arbitrary. Also most of the actions did not seem to have very much variety in how extreme they were. Like the decision to declare martial law vs propaganda to foster family values were weighted the similarly. It's an interesting concept but trying to combine a rogue-like deck builder with a long term resource management game is going to be a difficult line to walk.
Not sure if I really understood this game. If the core mechanic was to lead the ducks through the facility then there is little to no difference between having them and not. They don't seem to trigger the enemies and the player is caught whether the ducks are present or not. The game feels like it wants to be an escort game, but the ducks behavior is too unpredictable to punish the player if they step out of line, so the obstacles are only a hindrance for the player. Also because the ducks do not follow the player into the vents, it adds to the feeling that the ducks are not really a part of the game because they are missing for large portions of it.
This game has an interesting core mechanic. I'm not sure where the gameplay is heading in terms of combat vs puzzle. When playing I found myself losing track of the wizard because he seemed so irrelevant to the game as the rats do basically everything interesting. Maybe you could incorporate some actions that the wizard must take so the player has to control both, or make the enemies have ranged attacks that target the wizard so they constantly have to keep moving.
