I like that you have to keep experimenting to find where the character is, how to move them and how to change the perspective. But like everyone else I can't see any way past the second room.
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On the plus side you have engineered the scares very well, and the environment is quite good. And while it is fine that it's essentially a walking sim with no meaningful actions to be undertaken by the player, there is a bit too much aimless wandering involved before you find the room you're supposed to go in/door you're supposed to walk through.
I'm sorry, but repeatedly going into a creepy infernal environment only to find tapes that tell me I should stay out of the creepy infernal environment doesn't make for a compelling or rewarding game experience for me.
Gotta be honest, I didn't find myself enjoying this game (felt like work). But there's no denying you have executed a very original concept brilliantly through a series of innovative game mechanics. Bravo!
This was a beautifully made game. Great characters (design and story) and a very well conceived and competently-executed set of game mechanics. I can't say it rings true as a representation of trench warfare, but as a well-crafted experience its great.
Hey, I loved the environment and the lore - very enchanting. But, THE CONTROLS! I know you warn it can only be played properly on an XBox controller, but it would be SO EASY to accommodate keyboard and mouse. Sadly the mouse sensitivity was terrible, I never could find the keyboard equivalent of the B button, and holding down the equivalent of X (the E key) didn't work for crafting, so I couldn't get any further. Come on guys, it can't be that much effort.
I had the same problem as ErrArachnica - got as far as asking Red about the contradiction between cataloging everything and destroying the circuit board immediately, and a new piece of info was added in solid purple without readable text. So I couldn't get any further.
Shame, as I was starting to enjoy the game.
A great example of economy of narrative, combined with an innovative puzzle mechanic that at times could be a little bit easier on the player (in terms of more forgiving controls, brightness/contrast). A lovely little art game, bravo!
I just chipped you $10 for your amazing efforts. Sorry about your Kickstarter but don't get discouraged.
If I may offer one small suggestion - maybe don't push the horror angle so much when marketing this game. The indie scene is overcrowded with horror titles. What set this apart for me (apart from the awesome graphic style) is what a brilliantly multi-layered mystery it is; The way it blends classic object and environment based problem-solving with a story to piece together, all feeding into a broader narrative arc that is only hinted at in this demo. There is always something intriguing around the corner, pushing you to find out more. The promise of all these themed supernatural dioramas to get into really whets my appetite, and the amusing exchanges with the Safe Room Guy along the way are a masterstroke... they not only add levity, but a deeper level still to the themes of the game, contemplating the nature of reality itself.
How to turn that into a money-making pitch? I don't know. But it strikes me as more compelling and unique than gore and jumpscares, and I'm sure I'm not alone there.
And THIS is the reason I play primarily indie games. Original graphic style, innovative puzzles, great surprises and always feeling like you're in the middle of a well thought-out experience. Here's 10 bucks.
There are so many layers to this - it's like a clever card game within a tense movie scene within a surreal dream. At my age it's rare for a game experience to feel completely new, but this does. I would have given money for this if I could.
It was a little frustrating that when offered the 'choice' at the end, there was still a knife within reach. Methinks there was a third choice!
Hmm, sorry didn't work for me. Surprises and jumpscares only work if there is at least some continuity in between. This was just a lot of seemingly random, jarring stuff strewn together. Your modelling and animation is fine, though.
A very nice puzzle/horror game - like a cross between myst and amnesia. The puzzles were genuinely challenging, which I appreciate.
The monster had some programming issues and I didn't like the ending (not because I demand a happy one, but because it undermines the premise of the game), but apart from that, it was great.
I'm tipping you 10 bucks for your work.
With this demo you have succeeded in all three of the most important ways:
Great concept - a game mechanic that, while not without precedent, has never been this well executed in an FPS, to my knowledge.
Great mechanics - the physics manipulation makes for good puzzles, the controls work and it actually makes sense!
Great game world - it's got a dystopian, 1984 meets Portal thing going on,, which works well. You quickly learn all you need to know about the world and the character's place in it, but are also given the opportunity to learn more through information you are left to find yourself, which I appreciate.
Of course the graphics, level design and enemy behavior could be elaborated on a bit, but as a lean, efficient proof of concept this is flawless.
I'm tipping you 20 bucks because I want to see a full game!
Edit: Well, I WANT to tip you 20 bucks but there's no means available on the game page. Show me a secure method of payment and I gladly will.
I liked this game overall. It's a good fusion of exploration and resource management, with a cool pixel art theme.
I don't believe I encountered any bugs per se. All looks well from that perspective.
But I did have the following considerations for gameplay:
- I have a problem with the pricing mechanism - of things getting uniformly more expensive the further you go. It can make the first playthrough difficult if you don't anticipate that this is going to happen. But once you do know to anticipate this, it makes the game too easy - just buy up big and gather as many materials as you can early and sell off later. It would be much more interesting and challenging for prices to fluctuate at each stop (some things going up, some down, based on resource availability). So the player is forced to make detailed, long-term resource management plans based on what the best deals will be at each stop.
- Losing 8 days for random, arbitrary events is irritating. This is too great a penalty without some skill component being involved. This is where the reaction mini-game (or similar) should come into play - not for ship repairs, which just seems daft.
- You need to refer back to the nav chart when presenting the player with the option of using a wormhole. It isn't clear from the description exactly how far ahead you can get. Same goes for the space-time rips, where the ambiguous term 'shortcut' is used. You should really specify that it's only a shortcut to your next stop, because in most cases the resulting damage to the ship isn't worth it.
- On the subject of navigation, you really need to decide whether the stop sequence should be predetermined or not. At the moment, it has the appearance of being non-linear, but in fact it isn't. Even though you have the ability to select a destination that is more than one stop away, you are not permitted to set course, even if you have adequate resources to make the distance.. Rather you are told it is 'out of hyperspace range' without any indication of exactly what this range is. And even though you could potentially go backwards, the time loss would mean almost certain defeat and would make no sense. If the player must advance one stop at a time in predetermined sequence, that is perfectly fine, but don't give them the false impression they can do otherwise.
- I think you need to change the way an unsuccessful delivery ends. Because the most obvious consideration is, if you're only going to lose money for a late delivery, then why make it? Any logical person would say 'fuck this' and sell the cargo somewhere else.
But all up, a good effort, and I encourage you to see it through.