Excellently written, great imagery, satisfying to read aloud. The story is remarkably both tense and intimate throughout
NarramoreArt
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A pretty neat implementation of Renegade/Reversi/Turncoat/Othello™
Not a game I play often, so it took a couple games to get my brain in gear. However I was able to defeat the unnamed robot!
Notes:
Showing where pieces can be placed is a neat touch that humans will appreciate!
Othello for the GameBoy released in 1990 and did not offer such hints
A traditionalist might want to turn off those hints, and may prefer a board which is a plain grid (although I prefer the way you've done it)
Beautiful storybook feeling, the art is wonderful, and the dialog delightful. There are several really quality touches, like the background, status meter, and use of sound, which all heighten the experience.
I managed to get two very different endings, and I'm certain there's more still to find. Even familiar dialog was just as fun the second time, and if I weren't trying to hastily write feedback, I'd still be playing it now.
This is a story I would recommend to a friend, or even arrange a live reading of.
I like the music, the art style, the colour palette, character interactions, and overall mystery. However, finding Moz's phone took me a full 10 minutes, I had to just click randomly in the end. I think it was somewhere between his legs? A bigger hitbox, or some kind of visual cue, or maybe even both would do a lot to help that.
However, it was a great time and I really want to play more! If you made an expanded version, or sequel, I would play it.
The 1bit art-style is well realised and lends itself well to the noir aesthetic. I know from experience it can be hard to do, so what you've managed in this time frame is astounding.
The writing pulls delightfully at details from the period, I love the references to economic issues of the Wiemar Republic. The scene setting and world building flows naturally throughout, the narrated noir style serves you well.
Interacting with H.P Wells-Little was excellent! I'm so glad you included that rather gentle interaction. And hearing the voice actors is a treat, congratulations to all of them, well done!
Only encountered one obvious bug, when advancing dialogue with the space bar, the word "Adding" was displayed on screen each time it was pressed (I'm on windows 10).
Really great work from all of you, especially given the time constraints. And I'm sure any updates you make will elevate it even further.
Great work putting all this together, the story is intriguing, I like the art, the music, and the general theme is just cool. On the technical side, I struggled a lot with the interactive scenes but very much like them in principle. I also thought the parallax effect when moving the mouse was a cute touch which helps sell the first person perspective.
I really look forward to seeing what you do next!
The style reminds me a little of older interactive fiction (which I have a soft spot for) but you've got some nice modern comforts. Your use of variable text is smart, the Continue feature really helps it to shine, and it all integrates with the points system.
I did notice that you don't always have a continue available after death, like after death by pizza. That might be a cute retro touch, or an oversight, I'm afraid I can't tell.
Puzzle elements were neat, and entertainingly written. I managed to defeat all monsters apart from the hydra. After some trial and error, I enjoyed the process of beating the others, but sadly I couldn't find a way to end the game.
Visually it's great, I really admire how you've laid out he page with your art and the border. Every room having a standard size illustration is a lovely touch, although sadly the text can sometimes scroll me away from a room's illustration before I get a chance to see it.
Overall I'm impressed by Break Glass, there's a lot of ambitious stuff going on and frankly I'm inspired by it.
A fantastic time twisty tale where everything is smartly put together. Clever, stylish, but challenging enough that it felt more like a puzzle than a story.
I got myself in a couple loops and tried a few strategies, but probably won't see the end of the story without some written notes and several highlighter pens. But unpicking everything will be an evening I look forward to
Spent a little bit of time playing with it today and had some good fun!
However in the areas of the game where you seem to have to use a mouse (adding card to deck/using lasso) feel a bit out of place.
When you can select a card with keyboard controls, it can be a bit confusing, also currently you select with enter, allowing enter or spacebar might be an improvement.
A really fun game a great twist on the classic tetris. The game's settings are worth diving into, turning on "unicolor" and turning off "popups" will help significantly with piece recognition and maintaining flow.
As of this review I've got a score of 240500 in regular mode, which is just enough to get me onto the top 10 of the current scoreboard.
The other game modes are also good fun and can provide a different kind of challenge. When you play any level you return to the main menu so expect a lot of menu navigation if you plan on playing the extra challenging "compact" mode.
Its a compelling game to play, especially once you have a handle it.
I really enjoyed the atmosphere and artwork of the game, the howling wind well chosen, an the art delightfully simple. I may spoil some of the game in this comment so if you're reading this before playing, think about that.
I was able to become familiar with the landscape, and was entertained by the game's limits. The stark simplicity felt right for the environment, and aided the poetic element.
The lack of in game log, or map, and limited field of view, served the game well. If such a project were replicated on a larger scale, then it would almost certainly lead me to take my own notes. This is something I would enjoy, and it would evoke that classic adventure game feel in the vein of Zork or CYOA books.
The ProcGen element of the game worked well, and when I finished playing the game I felt a small sense of loss in the knowledge that I could never return. Even if I were to enter the world again it wouldn't be my world. The fact that there is no way to recover a world by entering a seed, solidifies this experience. Although personally I would've liked to get a seed, thematically I think it the right choice that this barren land can only truly be visited once.
For a short exploration, the game was a good size, I appreciated the way the world border was managed, it took me a little while find it (and I like that). I almost wanted the place to be larger, and initially imagined it to be so. It was a pleasure to feel out the world, and to later become familiar with the small corner I was stranded in.
I liked that WASD and Arrowkeys were both acceptable inputs, but lament the lack of a mute key(Even though I loved the wind, it is what ultimately caused me to close the game). I liked the font choice, I liked the character set, I'm a little saddened that the textboxes didn't quite match that aesthetic.
The text was great, it intrigued me, I was reading through a lot of the world sometimes deliberately more than once. I would occasionally become so engrossed in the text that I would forget what direction I walked in to read it (this stalled me occasionally, but was no big deal). The fact that a lot of the text was subtly different was key to my experience, and because of it I spent longer reading than I might in many other games. I encountered several different types of living plant, and enjoyed learning of different coloured fruit.
Plants, alters, tables, chairs, and small bones were the most defined items I encountered. Another person (I hope) would find more defined metal or pottery. The mystery was interesting but I was a little forlorn when I realised no ceramic in my world was in a particularly informative state. It could well be luck of the draw, and I know how tight a game jam can be, but I relished every moment of detail I encountered and wished there could have been more (although I know you wanted to keep things relatively open ended).
One quirk that I found particularly amusing was the number of three legged seats, I think just about every stool or chair I encountered was missing exactly one leg (or didn't make a comment on legs and thus didn't stand out as much in my mind). I wanted to mention this in my tweet, making some comment about a chair-leg-stealing-demon of some kind being the cause of this towns' ruin, but it didn't feel like the right tone. Similarly I encountered a lot of marshland, almost enough to think the place was once underwater(the trident added to this opinion). It would have been nice to see more life around the marsh rather than the rocky barren land elsewhere.
In summary - I liked it, it was poetic, and you managed to pin down a very specific and emotive tone. If you made a similar game on a larger scale, (naturally with different setting) then I would probably play it.