The worldbuilding is great in this one - loved the contrast between the common and the affluent areas, the hoverbike, how hazardous Martian sand is, and the nefarious forces at play. The main character is believable and complex, and it was interesting to follow her investigation.
Cdragoon
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Thank you for sharing more background on the portrayal of the characters, was very fascinating to read more ^^ You are right, my memory painted the rings green (which made me think of what if someone who was playing was colorblind, how would they distinguish the subtle lore hints). It is a haunting detail that not only was Jessie pilfering valuables off the dead, but also keeping track of the names and the couples.
The gameplay is great, the sound design is really on point with the eerie and foreboding feel to it. The color coding really helps with the puzzles and keeping track of different characters.
I did get confused by Anton coming back, but then examined the dates and saw that the next scene was from before that happened. Implementing a scene select to easily replay parts of the game is also a really cool addition. Bob was very intimidating, even from the brief glimpses we got. Since the wedding rings were green I presume he kept them as a trophy of his kills, which is pretty unnerving, and then Jessie stole them. And the inclusion of a radio was also a really nice touch, as it symbolized their connection to the outside and it was quiet for most of the playthrough except near the end.
Amazing work and congrats on the win! ^^
It's very impressive that you were able to write such a rich and well-developed story in just 2 days. The idea of a fractured world sundered by magic is fascinating, especially with how stark the difference between the two sides is and how those marked with the scars are treated. The way the families have to separate if a child is born from a different half of the world is an interesting albeit tragic consequence. The mission to get the mushrooms that also gives us more exposition is a natural way to introduce it.
Looking forward to the completed version! ^^
A thought-provoking experience, I spent my time going through every option and while they all were timed there was plenty of room to do everything in one go. The saddest part was the feeding the cat option changing from day to day and the nice part was that he was in every room with us, including the bathroom which is fitting for a cat.
Great portrayal of bureaucratic torment and the fake pleasantness of the managers. The old-timey computers are a nice touch, since some modern offices still use those due to 'cost'. It was interesting to think of what the 'outside' of this hellscape looked like, even though the protagonist will never experience it, and about how differently time feels at work.
You were able to fit so much worldbuilding and history into such a compact and easy to follow package. Well done! I also liked how while you do not interact with anyone in person you do get a glimpse of a life of a regular family that faced the same hardships you did. The random search for bolts was really well implemented to ^^
The topic is quite heavy, but the writing is amazing. The part about the deadly mint-green light is haunting and vividly described. The fact that you can continue past the follower succumbing to it, which leads to a different ending that is not quite failure, but also not a success, is good. The way the image changes throughout the story is also a nice touch. Great entry!
I am glad Coco wasn't alone, and the title animation is really cool ^^ All the cat-related thoughts are a great touch, and the point of view of the game was really unique. Very intriguing, and a great entry.
Technical note: I think the route with the bald guy might be broken, since after scattering the papers there is no way to get him to see them, and the blank choice that appears is a dead end.
Solid premise, though it could use more player agency choices and branching paths (which are hallmarks of what makes dnd fun) but with time limitations its understandable that the path became more linear. I liked the Lycan and the Elf village portions and how the Daemon considered limitations of teleportation and chose to play it safe.
Very creative, I did bring out a morse code translator and the hexadecimal color search to decode the messages and the code pattern, which was fun to do to get to the end. I also really liked the prompt at the end, which reminded me of one of the Nier's endings.
I guess my character would have sent out: .. / .- -- / . .- - .. -. --. / -.-. .... .. .--. ... / .- -. -.. / ... .- .-.. ... .- --..-- / .- -. -.. / .. / .- -- / .- .-.. .-.. / --- ..- - / --- ..-. / -.-. .... .. .--. ...
I can see a lot of potential in this game, with a clear gameplay loop of trying to find the best flower for the memorial service. It makes sense that the protagonist will move away from a big city with the problems she was facing there, and it is a nice touch that the person in charge of the funeral parlor in a small town will know everyone and will be more invested than if it was in a big town. Well done! ^^
Very well done and immersive, the approach to space colony life from a mental health professional perspective (even though it is only for a day) is a very intriguing one. The three different patients you talk to have a lot of depth.
I was invested in the communication's officer hope of finding alien life in what otherwise was a very long solo journey through nothingness, who was so in the zone she didn't even acknowledge us until we touched her shoulder. Obi's kindness and disdain for the timekeeping schedules everyone abides by while the fragile flower is all that remains of the once lush hydroponics.
I chose to tell the kid the truth about the ship being in disrepair, which felt like a significant choice. I was hoping to see Dorito at the launch day party, but a drawing of him from the kid did suffice ^^
I can definitely see this being a part of something bigger - maybe we can meet other inhabitants, help bring the colony into more of a working order and maybe they do run into something (or someone o:) exciting. And seeing relationships develop and change would be fun too.
Thank you for making it!
This game is really fun, the dog's point of view is a refreshing take. I did eat the spaghetti and appreciate the note about the onions being dangerous to dogs. I didn't eat the trash though, opting for a dog treat instead c': the house map layouts added to the charm and all the rooms look cozy.
The interactions with Miss Hiss are organic. The player never feels stuck, and the exploration is rewarding. I did find it funny that we have a 'pocket' to transport the chair but unlocking a door is beyond our abilities. Very well done!
The design work in this game is phenomenal, and is immersive. The way the system reacts to the conflict was very interesting to follow, and the supervisor breathing down your neck but unable to directly interfere brought in more tension.
On a funny side note, when I tried to submit a rating the mismatch the system saw prevented me from rating until a page refresh, which added an extra layer of immersion by accident c':
I liked the contrast between the jolly streets and the eerie, less populated ones before the vending coffee sequence, it helps set the tone. Having to scan a QR code for mundane things like unlocking a door is a bit unsettling, and then the vending machine thoroughly invades your privacy even before you can make a selection. Memorable experience, a great entry! ^^
