I agree that the choice of font fits the theme of intergalactic hacking kind of like an old terminal window, while the stark contrast of red and blue help show shifts in dialogue.
GalacticGames42
Creator of
Recent community posts
The game was pretty hard and the choices were close enough that you had to be careful. I believe that the answer checks are just an Input.GetKeyDown check but there's no boolean check to lock you out of restarting the question. If you just spam a correct and incorrect answer after being told the right answer, you can get some pretty high scores.
While some of the jokes were confusing, I have heard the thing about computer bugs before. My first playthrough I did read it all, but I thought it was funny how the second playthrough the game was so blunt about why you're even playing. I also thought it was great to ignore the player if they decide to dive in.
In my playthrough, I tried a combination of commands. I noticed that if you try going left after the phone dialogue, it overlays the text for the rest of the game. After a couple more tries, I found the hidden dialogue to the left and also fell back asleep. It reminds me of nectar thief that we played in class with how little you know when you move to a new area.
I think the purpose of the game is to capture the despair you feel when coding sometimes. This game perfectly captures the process of debugging and failing in coding projects. The conversation with the computer where eventually you feel like you fuse with it could be like when eventually you just mindlessly start clicking through the debug console, letting the red marks guide you where ever they need. The good ending is just giving up, which also points to that despair.
@gloriium/ellie
I feel like the theme of this game being so simple really works for the game because it feels a bit like you ARE the dog with a very one track mind (like yes, these are the only thoughts I'd have rattling in my brain if I were a dog lol)
I think the music also really helps to give the game a really silly and upbeat feeling/mood that really makes you think "wow I'm just a silly dog," as well as the font which feels very bold and playful!
from @kay24601: first of all your interface and UI is spectacular i really enjoyed that early 2000's rpg design you have. the dialogue was engaging and a bit immersive in som parts of the journey. I did get lost in some parts where i thought i was traveling randomly throughout the town but thats what made it realistic lol
from gloriium/ellie:
This is really cool! I think that the usage of the UI elements makes the game look really polished and a bit more professional (totally reminds me of some older Flash games on the internet back then HAHA)
I wish there was a bit more direction in the dialogue because the sameness of the buttons makes it easy to get a bit lost.
Because of how sparse the decoration was, I first thought that both people had done an "Irish Goodbye", one more anonymously than the other. I also thought that the empty backpack and pencil case were just things they left behind and didn't care about. It was a very different and probably the intended interpretation that you as the player were still living there.
I think the lack of a crosshair actually makes the game more interesting. It makes you miss more often, allowing you to walk through the scene. Also, being careful not to kick your ball keeps you engaged on something concrete while still exploring the scene to collect coins (which is a great incentive). It looked really fun!
The scaling makes it seem like you're quite tiny, but you also move really fast. I'm not sure what to make of the open outdoor space compared to the indoor setting. It makes you feel exposed, so maybe it's showing how you're intruding. I would love to see more tiny objects in the scene to have some variation in scaling.
I think it was interesting to go into it being told to enjoy peace in the garden and then being faced with all the kneeling, crying statues. I interpreted it as getting accustomed to existing with sadness and discomfort. The statues still look aesthetically pleasing despite the discomfort which is interesting.
The dark room with no windows made it seem quite prison like. I really like how the feeling of low gravity made it feel like everything was falling apart. It could be an interesting interpretation to say that as you repeat the same action of going back to the same dark room everything is breaking and floating away.
I really enjoyed the box in a box in a box with the scaling. The beginning was eerie and I liked the theme that as long as you kept chasing the fish, you took care of yourself and the house became cleaned up and less creepy (with no dead fish). I liked the environment changing between entering the house scene.






