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livrenoirinteractive

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A member registered May 03, 2019 · View creator page →

Creator of

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Story
Very mysterious vibes, started the game interested in how my role on the job was going to turn out.
When i finished a level, expected to see a development but didn't yet (after about a couple levels).

Mechanics

Main mechanic is using the input field to move in the cardinal directions and clear enemies. I think that was a nice idea to implement

Very satisfying typing sounds

For moving around it felt satisfying the first couple of times to choose directions though after that it began to be a bit repetitive / effortful to rewrite the same commands -- may be nice if we had a way to rewrite old commands like in command dos or shell by using the up or down arrow keys! Or a shortcut after a couple levels that you can gain. But then that's what DOS games are like

The holes on the grid are a bit hard to see at first

The AI is easy to understand and cool that they only seek you from seeing you on the same axis, I think that's a good idea
Clearing enemies is cool too, entity blockers are a bitch!

Graphics
Very polished experience, like the blurring and the colors

Style
Looks like a true DOS game

Game design
Pretty original idea and interpretation of the web's broken links! Love the fact that enemies can just cross these broken links anyways but not us

Gameplay
I got most of my experience after 3 levels or so, then after seeing you need 99+ jobs that I was like, man that's a lot of work left hahaha
Entity blockers were a bitch! Using clear dir only on x-axis is an interesting decision! Sometimes i tried commands like "exit" or other things intuitive, but didnt work. Would be fun if you hid cues about shortcut hacks or easter eggs to make the gameplay more surprising and varied for the player 

Music
Really nice beat, seems sci-fi and groovy futuristic although it's a DOS game

Polish

Very good polish!

The tutorial could be tweaked a bit to make clear the most important features (i.e., like a one pager of all you need to know). Found myself using the help command after going through the tutorial the first time, but that's okay. I like that the instructions were a bit cryptic and the play on each colors' meaning was interesting A sense of progression to add motivation for the player either story wise or gameplay wise (or its pacing if it's already there) to continue playing, seems to me to be the most important thing to consider if you have time! The rewards at the end of each level were nice but i didn't see what getting those scores do or felt impacted

Bugs
Double messages in the tutorial (Let me upgrade your system...)
AI of red squares sometimes did not react, stayed in place for a couple turns

Overall: 

Very cool atmosphere man! I think the coolest thing about this other than the typing sounds was the procedural generation of levels, it makes for a lot of content although the player may not feel inclined to get to the end if the rewards do not give you anything meaningful progress-wise/story-wise. I was intrigued by the mystery surrounding the story in the beginning, but I didn't get past five levels yet so I don't know how it pans out. It feels like having a motivation to go through the levels may be a cool thing, like having something of a story-based character hacking through the web at the same time or getting bits of story to make you curious about the next level (right now it felt like it's hard to want to do it more than five times!) but overall, this is a solid game concept about DOS and it's amazing. Hope my feedback made a bit of sense, feel free to ignore any suggestions. Very well done man!!! And good luck with the game jam and etc, see you next semester if the world has not ended yet I guess haha

It's that guy in your 211 class. I did a first playthrough today; don't want to spoil other people but it didn't end well for Amy. xD.  My first impressions from my first run is that it's a solidly packaged point-and-click narrative experience, very impressive for a first Godot game. I like the morbid humor especially, the creepy overtones of the story, and the soundtrack as you walk in town is actually very entertaining to listen to (I would see myself paying for it!). I like the clever use of small narrative flavor texts everywhere, and the classical inventory + safe code cracking . The pixel art and animations are fun. Lots of potential, hope to play through the remaining endings later and see what you can add to the game in the future. If you want a more detailed QA feedback later let me know, happy to help if I have time.  -c-rey

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Hi Itooh, thanks for playing ! On level 3 we had a flashy portal on the grotto "rocky rectangle" thing, all there is to do is to hit it to go to the next level (its a cavern dungeon thing), however after the last patch + export, the visual marker disappeared (you can still change areas if you find the spot though). It's going to be fixed in the next patch, sorry for the confusion. (My sister and her husband had the same problem and they searched for like 15 minutes!) Thanks for the compliments, we aim to make the game much better and re-release a more complete version soon.

Crey

Added in new release that you can press Enter to continue to the next screen.

Thanks mate! Yes, I decided to incorporate a happy accident into the game design. As you pointed out, there was no feedback and I'm working on this now. I am learning how to compose music, but this was offsourced. Cheers.

I'll look into it again tomorrow; a patch to be able to press "Enter" to continue will also be added. Thanks and sorry.

(thanks for raising this issue. I just learned that you should give the player an intuitive alternative version of going through the screens, by pressing enter per example. ).

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86mb version! Have you tried this version? *I also re-tested with the zipless small version and I see the button. Not sure what's going on.

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Hi, there should be a <continue button> in the lower right of the screen? we tested the game just fine -- do let me know. Perhaps if the windowed version is centered 

thanks for playing out the game! I suspect you're not the only person to raise the issue of going out of the screen. Believe me or not, it was intended (i wanted to test the idea of putting the player with an out-of-the-box choice of going out of the game or going through hell inside it to overcome obstacles i.e., an allusion for real life stuff). I'll probably blockout some areas though, and work on this more. Cheers 

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haha yes that what's I expected. We ran out of time lol. I'm going to fix a few things (being able to move through the UI was intended, but the effect was not finished). Thanks for playing.

I will do that right away. Thanks