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otagira

4
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A member registered Aug 28, 2018

Recent community posts

I will start by saying that I quite enjoy the art.
I only gave the game a quick try and I reccommend you look into changing the UI around. Specifically the amount of windows between steps between doing anything is very high. Lets say I wish to talk with Kei, click leave room, narrator says where to? Maybe living room? No one is there, the only option is leave followed by narrator asking where to, find her in dining room, decide to talk, she says some fluff, and then it moves the menu back to 2 options "go up to Kei" or Leave.
Initial reccomendations would be remove the Where to? question from the narrator if you can add it to the menu it would work but as its now its not adding anything.  (same for you arrived at Shuichiin Academy, the picture changed I can see that).
Second thing would be indicate somehow if someone can be found at a location or if its empty.
Remove the first entry menu from the school. It does not add much, its better to have more options in the second menu.
Maps are nice but if you want to keep the basic menu you could move the day default to the school, and have a menu of the girls to meet + Work, study, exercise each taking to the correct location.
As a general rule I would reduce the number of clicks needed to get from "I want to do X" to doing X. 

(Some padding/movement works but that is more enjoyable if its condenced. In another game I might have to move between different rooms to do something only to notice "hey there is a indicator that something is happening in this room I wasn't planning on going to" effectively stumbling on events but that works if you know where you are going in the first place)

If the after jam update is how it was intended its considerably more pleasant to play. The idea itself is nice and I enjoy the art. Good game Im curious to see what other games you end up making.

I tried it a few times and the game is either to hard or Im doing something wrong. it feels like pure RNG.
Sometimes I select a point and both submarines arrive nearly perfectly on their own, on others I had 1 sub stopped right in front of the point only for the second to get juggled for 15 seconds. 
Then again there are times when I have one stopped right next to the point and when I release it, it instantly gets swept away. While in some other cases one attaches and just chills there for a few seconds, until the other arrives without my help. IDK what I'm supposed to do, trying to stop the subs does not seem to do enough, trying to keep them in sync before they are at the end does not seem to matter because they get knocked about before they can reach the end and stalling at the very end is effectively just waiting until the other one gets to make its way there. And what comes of it is the mechanic of using multiple expeditions does not seem to do much since I'm unable to stall both so at best the second one is RNG to see if they just happen to align.
The art and idea are neat, I just wish the game was clearer about what is expected of me/had some sort of difficulty curve to it.

(2 edits)

Hello
The game is somewhat obscure when it comes to what stats do or how you get them. For example at there isn't a indication on what science does, during gameplay you can find cases where you need to have it at a specific level to do something but there. While during gameplay I recently realized "oh I need more inteligence... How do I do that?" (I did find a few ways but there is no indicator on what they are).
In a similar vein being more open about how damage is calculated would be nice, the stats I have seem disjointed with the damage I do. More stats still does more damage but how it grows is beyond me.
Sometimes for checks I fail or have really low chances of success and I don't really have a indication on why that is the case. The stats are all there but there is no indicator that this check uses inteligence/science/charisma or is affected by defience, filth, anger etc. It leads to moments which can be described as this isn't working but I don't know why.
Other obscure/non intuitive places in the UI would be hacking (what stats affect it and having a indicator of hey you can get x or y upgrade to make this better would be nice), Capturing enemies, and weapon properties (like the spear having reach, what does that mean?).
A related QoL upgrade would be adding a % chance to succede when doing stuff, the game already says rolled x failed/succeded by y, so you can calculate it yourself but having an additional you had z% to succede would be apriciated.

As a secondary thing having most common daily tasks be accesible in a single button would be great. Two examples are learning in the library, and praying, it is only a few clicks to get to where they are but having an option to automate or at least 1 click them would be nice.

In general  despite the issues enjoy the game a lot, thank you for the great game.