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ratbro499

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A member registered Feb 27, 2024 · View creator page →

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I'm having trouble getting the game to work, but I think the idea is cool, especially if you have the doll as the controller. Was this game inspired by personal experience?

The visuals are great!  Did you make them in the game or on different software? I can envision this game to be a solid way of getting in the head of a protagonist without a voice-over narration.

I love how you really can't tell if any option is good or bad initially, keeps you on your toes for sure. My favorite ending was the old lady ending that you get simply from relying on the kindness of strangers, even though doing that at the hostel gives you a bad ending.

I like how this game tracks the time like how they do in a typical detective game, kind of like Disco Elysium. It makes you consider which areas are best to go in terms of efficiency, I'm guessing there's probably a combination of areas you visit that give you the good ending or the bad ending.

I like the images you used, they give them vibe of the room being cold and dimly lit. I also like how sometimes the text reveals itself slower for dramatic effect. 

I like how the option to take the axe with you or not impacts the interactions you have with the guards at the fort. Even though there seems to be no way of actually getting them to not kill you (unless I'm wrong), it makes the game feel more expansive.

I like the initial description/exposition. The “light is earned” is a nice line that gave me a sense of what this environment is and what kind of people run this mysterious establishment.

I’ve made a game similar to this before and found it surprisingly difficult to make it interesting and not-preachy about doomscrolling. I think the additions of silly death conditions (dumb ways to die style) is cute, it helps with my earlier point.

I’m not sure whether the Green Knight is based on a preexisting story, but this seems like something that would be in an episodic plot of BBC Merlin. I like how it makes you question what you’ll need to do to beat this guy, like his challenge is a riddle or sorts.

Because of the timer aspect, I kind of read through the pages a bit too fast and ended up being confused a bit, but I like the multiple endings and how you get a sense of what’s going on after each run. In a lot of games, the design element of forcing the player to restart and try again is cool but often times gets rid of tension in my experience.

This was nice, I really like reflective games like these. I would say for a suggestion, I may have noticed that the music for the dog scene was maybe the same as the airport location, I kind of had issues with sound in my game as well but if you ever want to come back to it, a more fitting track could be great.

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I really like the style of your game, kind of reminds me of the mosquito animation you did for that class a year ago. My question would be how you come up with your story ideas and is it ethical for the spirit to be possessing that guy?

This game is honestly pretty different to the other ones in the class but I think it shares a lot with the Cowboy Cat game from the visuals. Also the MMM poem generator, you combine 3 different lines of poems, and here you combine 3 ingredients in a smoothie.

I haven’t played too many zombie apocalypse games but going off the TellTale Walking Dead games, I notice that a lot of them like to use the “this choice will have consequences” or “____ will remember that.” This also feels like the beginning of a choose your own adventure game.

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This is a detective, mystery genre, more of a straightforward text based game (I’ve never played Ace Attourney but it seems like it’s in the same ballpark). I think the subversive aspect of your fellow police officer being the murder was interesting but I didn’t fully pick up on that? I just went with the options that doubted the guy’s involvement and I was a bit confused at the end lol

This game seems to be made to make the player either sentimental or reflective (or at least that’s how I view poems). The different locations all making different poems makes the poems more relatable to the viewer since there’s more variety and universality.

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There’s a lot in the game that clues you into its subversive nature, like the fact that you “found a sandwich” but the Sandwich is a cat-friend. Your name being Human while you are actually a cat makes the reveal silly and adds to the light-hearted vibe of the game.

The game gives you choices that seem to be good or bad choices but you really can’t tell which ones are which. It seems like results are impacted by previous choices but it’s hard to test that out because I think you may need to restart the game to verify.

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The set up with the 3 areas of text are intriguing, it feels like 3 points of view. I wasn’t sure if I got to where the game ended though. I also love the title, maybe it fits with the seemingly incomplete-ness.

I like the 1700s quill aesthetic, makes me feel like Shakespeare. I’m curious how you managed to randomize the different who,what,where’s, I clicked randomize a bunch of times and I didn’t notice repetition, so that’s cool!

I found the fact that you long for the cove you escaped from pretty poetic. There’s not much told to you, so this game remains pretty mysterious.

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I love the cowboy cats! The amount of effort you put into the visuals.. even this font? 10/10. I also thought the music was great. 

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I think the meta comments about the narrator at the beginning is cute. 

*SPOILER*



The fact that the item I stole that was hinted would anger the god was the reason I could escape at all is an interesting twist.