I will say that this doesn't feel unfinished, and although I can imagine more detailed visuals and transitions, I also think the minimalism feels like an intentional decision. Many moments stood out to me, but particularly everything related to the hospital, such as descriptions of the nurses and equipment. The only issues I encountered were a few spelling mistakes and cases of the text getting cut off at the bottom of the screen (although it became visible when clicking to scroll) I got ending 1: a falsehood.
kcmurray
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Definitely felt like the beginning of a long adventure, and I'm excited to see more! I did get a bit scared (in a funny way) about how many questions I would have to answer ... My favorite parts were Avani's first scene and introduction, where her energy and the absurdity of the situation quickly changed the tone of the story. Sometimes I was disoriented when the dialogue changed from Bea's thoughts to the 2nd-person narration, since there usually wasn't a visual cue like a sprite change, but I got used to it as I continued to play.
I enjoyed playing through this game several times, not just to try more appearances, but also to pay closer attention to the dialogue. The first time, I had an urge to click through quickly to see the conversation unfold, but playing again more slowly allowed me to appreciate it more. I liked imagining the "player" as different combinations of the "me" and "you" speakers, and trying to determine how (and if) they acted differently from one another. Of course, because of this ambiguity I did get confused a few times with who said what, or what the topic of conversation was, which is the tradeoff for a densely layered experience like this
This game felt calm and actually very soothing to play, which definitely came from the color palette and music, but also the fact that there were few decisions besides what order to view things in. I liked Claudia's unchanging facial expression while cleaning the room, which emphasized that this game is not a dramatic, life-changing moment for her, but rather a small step in the right direction that is nonetheless important.
There are some grammar and spelling errors as others have pointed out, but I didn't encounter any bugs
Overall a really fun experience! My favorite parts were when talking to the friend computer, because it was just obnoxious enough that I wanted to disagree with it for fun, but not enough that I actually became annoyed. I received an ending where Josie and I agreed to be friends! It was definitely unpleasant to be forced to select the romantic dialogue, which of course felt intended because the player clearly regretted it afterwards. The dream sequence at the beginning was also fun, but it gave me a rather different expectation for the rest of the game than what I actually got. I felt that the friend computer functioned as some sort of link between the dream world and the Josie world, but I couldn't quite figure out what that link was.
Excellent job evoking a superhero cartoon aesthetic with both the writing and the art! Information about the world and characters was spread throughout the story in a way that felt natural and not overwhelming. I particularly liked that Kai's point of view was revealed last, keeping the player engaged with the promise of seeing the leader's personality and capabilities.
Overall this game gave me a good sense of mystery. It's unsettling, but grounded enough to feel realistic, and I especially enjoy how the physical suspense is interwoven with the emotional tension, for example by having the forest become increasingly sinister as the characters' arguments escalate. And he details like Mickey's hair tie, Rivera's tide, and Lottie's blood make the characters feel like PART of the environment beyond simply existing in it. I was sad when it ended, so you've definitely built up the intrigue successfully!
I got to a point where Mickey disappears. I agree with some others that it's initially unclear if the player is "playing" as all three (Lottie, Rivera, & Mickey) at once, or if they're a fourth character who's mostly observing. The ambiguity didn't bother me, but if that distinction is important to you, you might mention early on that there are only 3 people. Sometimes I did find it confusing to recognize who was speaking, since the initials are small and easy to miss. I think it would be clearer if their full names were written out each time, or if you eliminated them altogether and only used tag lines (like a traditional novel)
I found the experience funny and fast-paced! There were no choices until the final one, so it was easy to click through as if flipping pages in a novel. It also felt appropriate for the theme, since many 3D platformers have linear narratives. The detailed worldbuilding and the humorous voice of the narrator kept it from becoming boring, and I didn't really find myself wishing for more choices, although they could enhance the experience.
I got the ending where I discovered a secret room and a bonus positron. Afterwards it was easy to skim through and quickly reach the final choice, so I saw the other ending as well. For both, I felt they ended a bit quickly and lacked the same detailed descriptions in the rest of the game; for example, what does the positron look like, or what does it do? How does Smiley feel about finally getting what she wanted? I also felt like the secret positron was a surprise that came out of nowhere, and it was unclear if obtaining it completed the level or gave any other benefits.
I felt a strong urge to experiment with this game. Choices don't disappear once clicked and sometimes even have new text, making me want to try clicking many times. Because the run time is short, I also wanted to go back and look for other endings once I'd finished the first time. Additionally, there wasn't much context or characterization beyond "it's morning, you're in a bedroom, and you dislike your own reflection," so it was easy to detach myself from the character and try options I never would in real life.
The first ending I reached was where I break the mirror and wake up bloodied, but it was easy to find the other endings after that. I did find myself confused in some of the repetition, which was probably my fault because I kept repeating the same options... In particular there was a point where, after exhausting the "You can't stay here, seeing this" responses to your reflection, I made some other choices and thought the story would progress, but it returned me to the same place I was earlier and let me choose "You can't stay here, seeing this" again, and then described the assault of the glass even though I was no longer attacking it.
My favorite parts were the endings, and I liked all three that I found. Most of the experience felt vague and metaphorical, so the moment of clarity when I understood how my actions had consequences was very satisfying.
My experience with the game was very slow and calming. The long, vivid descriptions and few number of choices almost made me forget that I was playing a game, and I simply followed the experience without having a goal or a strong sense of purpose. Even for the choices I did make, I felt safe that I wouldn't get a unpleasant ending no matter what I picked.
I chose the light door and the princess dress, getting an ending where the narrator lives with her parents in an imagined perfect reality. It felt complete and satisfying, and I didn't feel a strong need to go back and look for the other ending, although I imagine it would involve rejecting the dreams and coming to accept reality.
I played the English version and was at first confused by the frequent switching of names and pronouns, but I got used to it. I'm not sure if this was a translation error or an intentional choice to reflect either the narrator's own identity or the shifting, dream-like nature of the world. There weren't any points that really stood out to me aside from the choices, so the experience did start to blend together a bit by the end, and I found myself skimming the descriptions quickly.
My experience was a bit frustrating because of the decorative fonts, but I was compelled by the story and didn't feel the urge to abandon it. I appreciated how natural and seamless the choices felt; they were short and easy to read without pulling me out of the narrative, and they seemed to affect the conversation but most didn't carry so much weight that I'd spend a lot of time deciding. The pictures and animated symbols add visual engagement and really help develop the overall mood.
I reached a point where the witch cuts my body open to remove the bug, which definitely didn't feel like an ending but I understand the game isn't finished. I actually thought it was going to continue after a certain amount of time passed, so I waited a long time for the little worm animation at the bottom to cycle, lol.
My favorite part was on the bench when the player starts having control over the scripty-font character. It was confusing at first how the use of first-person was introduced, but after re-reading a few times I suddenly understood and it was extremely cool and satisfying. I think it's a brilliant twist because it forces the player to identify with a character who's in opposition with the one they've been led to empathize with (S.), which creates a very strong feeling of dissonance and disorientation.
I really enjoyed playing this game! I loved the humor in the creature's thought process (or lack there of), as I could certainly imagine wanting to be left alone on a remote planet. I really appreciated how each mutation felt appropriately paced such that the drawing was well-integrated with the on-screen clicking, and I was never fully pulled away from either task.
I wasn't expecting the end to involve losing/winning (or at least that it wouldn't depend on the free-response fields). I evolved a big curved beak, cephalopod eyes, many centipede arms/legs, and the ability to spray poison gas in order to defeat the warplanes. When I failed, I was prompted to redo my last mutation (I chose a human face for communication) but failed again, after which the experience abruptly ended. It felt a little sudden and disappointing, as I was hoping to hear my final thoughts and/or experience what dying felt like, and maybe receive stats at the end (like some other players apparently did).
I was super intrigued by the description of "coming back one more time" and the implication that I had memories and notable experiences before the start of the game. It continued this game's pattern of dropping small bits of personality/characterization throughout the experience, which was fun to experience.
My experience playing this game was a bit discomforting (not a bad thing), feeling like Minh and I were both stressed and trying to unravel a mystery. Since many of the "options" were just single choices to continue the conversation, the few times I did have to choose carried a lot of pressure. The game definitely captured the stress of real-life conversations.
As the other commenters said, I also received an ending where the experience cuts off abruptly after exhausting all the options in response to Dr. Lê's question. I also experienced an abrupt ending on a second playthrough after repeatedly selecting "inspect the blue box" in the imagination sequence. I noticed several grammar errors, such as inconsistent tenses and incorrect punctuation, but fortunately the format of this game encourages the player to click through and read rather quickly, so it didn't tend to pull me out of the story.
The most interesting part for me was returning to the "real world" with Dr. Lê, after exiting the imaginary area. The player suddenly learns important context (Minh's relationship with the unnamed voice), which feels exciting, and Minh appeared slightly more talkative/comfortable with the conversation from that point on.
My overall experience was enjoyable! I felt it was a pretty relaxing game, as even though there was conflict it was not directly affecting the player's daily life, and the mundane tasks around the tower occupied a much larger portion of the playtime.
My playtime was about 10 minutes, which felt like the right amount of time for this game. I feel I was able to form a sense of familiarity with the style of the game, but I didn't get bored of doing the same tasks. I got an ending where I tried to stop the knight and the dragon from fighting, but the knight decides I'm working with them and then she is killed (it was unclear by whom?), which felt pretty satisfying with the choices I had made. I imagine I could have sided with her earlier and gotten a different ending, but I don't feel a strong need to replay because the story felt complete and probably not much of the core gameplay would change.
I didn't notice the writing style change much; although it was more description-heavy at the beginning, this felt appropriate and expected with the story's pacing. A few times I noticed missing punctuation or sentences that seemed to cut off in the middle, and early on I was confused about the two familiars (which one was which, what species they were, if I missed some contextual information about them, etc.), but otherwise the writing felt seamless.
My favorite parts were the conversations with the dragon. They were funny to talk to and their situation intrigued me, and it made me feel sad (in a good way) when they no longer wanted to associate with me at the end.
Fun! Lots of laughs at the descriptions, with my favorite being the elemental wizards that eat the magical orbs. It only took about 3 minutes to play, so I played several times, trying to see the players' different reactions depending on if they won or lost.
I found it difficult to get anything other than "terrible claw machine," especially since some of the "lift up the prize" options resulted in said prize being dropped anyway. Ultimately, I found I didn't care much about the ending and mostly played to see the player reactions. It was neat how most of the encounters were the same between playthroughs , but sometimes a new character would show up who hadn't appeared in previous playthroughs. I did eventually get bored having to click the "left/backwards" options every time, since I didn't notice it affecting the outcome.
Overall, my experience was that the game was entertaining and didn't require much time or deep thought to play. I think the strong point was the descriptions, as I never found myself wanting more "plot" or getting bored of seeing new characters. I think some illustrations could enhance it even further.
