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Tomodev

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A member registered Sep 24, 2017 · View creator page →

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executing dungeon.elf give: 

Shader program linking failed (ID 1)
error: fragment shader input `uv' with explicit location has no matching output
error: fragment shader input `foreground' with explicit location has no matching output
error: fragment shader input `background' with explicit location has no matching output
error: fragment shader input `glyph' with explicit location has no matching output
OpenGL Error: Failed OpenGL setup!
FXT setup failed!

Same Issue as other Web Entries, https://github.com/godotengine/godot/issues/69020 has more Info on it.

Thank you, I know what causes the Bug, but haven't gotten around to fixing it yet.

Will do so now.

Thank you, this works about as well as on my Machine.

I'll try and get more Content in as soon as possible.

Interesting to see that it does work, altho with bad colors and wrong Symbols on Windows it seems.

If you're on windows, try make game-win.

Otherwise, you're probably stuck waiting until I fix the Windows build, so probably next DD.

At least at that Point there should be something to do in it.

./Shape_of_Dreams-x86_64_GNU_Linux: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.38' not found (required by
./Shape_of_Dreams-x86_64_GNU_Linux)

Same Error on Webplay as on West Marshes.

I won, so there's that.

Its really boring, you move way too slowly to have any Risk of actually touching the Tripwire.

You're end Game Button does not work.

I'm on Debian. It's trying to search for the GLIBC, which as far as I know does not come in a blank base.

Web Version gives me the following Error:

Error

The following features required to run Godot projects on the Web are missing:

Cross Origin Isolation - Check web server configuration (send correct headers)

SharedArrayBuffer - Check web server configuration (send correct headers)

O/K/L feels a bit weird, J/K/L would be better I think. Main Menu isn't control-able with Keyboard only, same with Quest Selection etc., music is nice.

The Questmap is pregenerated before selection a Quest, and you can see parts of it through the Quest selection, feels odd.

You start on a Tile but can move back up to it resulting in a kings-army fight? I thought I took a Quest to defend a Coastal Village, now I'm running from an Army like FTL? Somethings off there.

Lost all my Units, got a Victory Screen, couldn't start another Mission, as I couldn't select any Units to fight.

The new Dialogues to recruit Units and on Mission starts are great.

I immediately lost all but 2 Archers on my first Mission, but survived a surprising Amount of Rounds with only those.

New Recruits die immediately tho, if you don't have a decent sized Army to protect them, at which Point you don't really need them. 

Overall pretty enjoyable, but needs some Work.

Does not come bundled with required GLIBC. 

Wine only successfully executes the .bat, opens a console and I'm assuming runs the Game, but despite installed Font, only Noise is displayed, I'm assuming the used UTF Codes.

Its really Fun. I like the Concept of Rougelike Fire-emblem-like, it fits well together, you aren't as mortified when your Units die, as you're getting new ones constantly, I like that the Enemies aren't just nameless Goons, but have randomized Names, gives them a lot more Personality. 

It could use more Variety in Events, and some (generated) Leadup to a mission, a small Briefing or intermission of generated Information why you're there, what brings the Enemies to it, etc. 

Portraits and Unitsprites clash, in Pixelsize and in looks. Consider keeping the Portraits greyscale aswell, so you can change their Uniform Color depending on Team. Then add some Heads to swap on your Unit Sprites to more closely match the Portraits, to give them more Personality. Doesn't need to be a perfect match, that'd be stupid, but if the generated Portrait has long hair, give the Unit long hair aswell, if it has a Hat, give the Unit a Hat, and so on. 

Also some Dialogue on recruiting a new Unit would be nice, generate them some personality Traits, and based on that a bit of Text, just a few Lines. 

That's generally the big Point I have I guess, it needs a bit more Story to it, you could generate that very easily aswell, its just Text.  And the UI needs an Overhaul, the Grey around the Playable Map looks bad, but that Stuff is obviously a Placeholder at the Moment. 

I didn't play a lot of Missions, but from what I've seen, the Maps are fairly decent, but could be better I guess. You're making  some nice Chokepoints and alternate Paths, but scatter Buildings pretty badly. 

(Also, if its more Rogue-like-y, consider generating your Maps, even if you randomize Stats and Portraits, you only have so many Unittypes in the End, with a non-ridiculously sized Weapon Triangle, so replaying the same Missions all the Time could get boring quickly. If this has a decently well Map generation tagged onto it, with good intermission between the individual Missions, bigger Battles later on, a Camp to manage your Units in between or something, this could be a very nice Mercenary-Management Game or something like that, where you'd be able to repeatedly just come back to and play one or two Missions if you're feeling like playing a FE-Tactics like, getting a mostly fresh Experience every Time.)

You could also overtime bloat this with a lot of interesting Encounters, wild Animals, mythical Beasts, different Landscapes, Weather Conditions, and whatnot. Theres quite a bit of Potential here I think.

(1 edit)

Not a lot to do, but plays surprisingly well and is pretty Fun.

I liked that I could close the Doors again, open the Curtains, push the Mannequin, all the small extra Interactions.

Water didn't seem to refresh, so I ran out after a While.

A Way to drop your Tool would be useful I think, instead of always having to have a single Toolstand for it.

I seem to be able to carry a stack of infinite or at least massive amounts of Things. I think it'd make more Sense to limit it to a few, maybe 8 or so at max. And stack the Sprites overlapping each other to minimize Stackheight on Screen, should still be readable enough.

No Idea where you plan to take this later, but I'd like to find out.

Some of the Graphics could use a little bit of an overhaul, and I think you could maybe make more use of overlapping Tiles. Maybe.

Edit:

After reading some Comments, figured out how to pass Time. Don't know why I didn't think about trying the Bed at all. The watering System with Watermelons giving you max Water and automatically Watering whats there, with you choosing what to and not to water, instead of having to do the watering yourself, is interesting. Takes a lot of Time off, and moves it into more planning, might tie in well with the Rest of the Game, depending on what you're going for. 

Pulling up the Sheets really is adorable.

Itch Launcher fails to run the .x86_64 because its trying to install it instead of executing it. Consider zipping it or something. Works fine when downloaded from Net tho.

Consider not packing everything into the Executeable, allows more modularity and easier bugfixing on your Assets/Overhauling them if necessary, alongside reducing loadtime on Startup and reducing RAM usage by not forcing everything to be immediately loaded and kept in RAM.

I'm assuming your HUD on the mainScreen/MissionSelect is temporary. 

Loadout Menu could be an actual Camp or Ship or something, instead of a currently very placeholder-y feeling Screen. Mission Select feels a bit seperated, instead of built into a Story or something.

I like the small Lore tidbits on Items tho.

Fristivars Portrait cuts of on the Left. Should be either on the Screenedge, or be finished.

Text on the ingame Log is unreadably small, shouldn't scale with Windowsize I think. At least not that much. No Idea what the Shortcuts are, if you're not explaining them in a Tutorial, at least make the Titlescreen Info available ingame for now. 

After dying, I couldn't select the Hunting Wolf back into my Party for the next Try.  Fixed it after clicking the little Arrow in the Hero, no Idea what it does tho.

The first Mission already is also really hard. But you do a pretty nice Job of building up the Usage of Items and the correct Pathing, leading into carefully exploring the Darkness I think. With some Information and hinting that you should be careful, and that Items are here and there etc. this could be a nice Tutorial Mission I think

Whee. Sadly lost my Wolf tho.

Apparently I could take multiple generic Units, I didn't know that. I also don't know if I like it that much. But now going with maxed out Unitcap, should be a lot easier I guess.

Second Mission played a lot differently then first. While the first was more of a Partbyased Game, the second felt more like a small RTS. Gave me a bit of a Pixelart Age of Empires feeling. Not that I disliked that, but I don't think the Amount of Loot management would fit into that many Units. 

Its tough to play on Trackpad, but its still pretty enjoyable. Which there was a Way to either keep the Loot window in a Character fixed on a Screenposition, or have it there permanently, annoying to manage Stuff while moving otherwise. Or in general.

Took ~1.5h for the first 1.5 Missions I guess. But I was doing other Stuff on the Side a bit aswell, so maybe half an Hour per Mission at the Moment?

Ending is now fixed.

Guy chopping Tree should change into a Warrior Sprite, but thats it. He's not supposed to do anything more.

  You're on an old Version, the current one should have that Quest, the Ending and some minor Things like invisible spell Menu name fixed.

Potions might be bugged, depending on if you're on the latest version or not. 

Generally, just try to talk to all NPCs, sometimes multiple Times.

Sorry, I'm too lazy to look into fixing that one. Assuming you did all the other Quests for it, theres nothing more happening afterwards anyway. He just blows up the Fight and the Game Ends. Sorry.

Fixed it.

Looks pretty unimmersive.

Really fun Game!

I'm just stupid then and thought I'd defeated him when I instead lost, sorry.

Doesn't really change anything tho.

Mousewheel for the Googles would be nice if my Mousewheel worked. But the Idea itself is nice. Shooting looks like stabbing and doesn't work, with or without Night Vision. Theres nothing else there, apart from getting stuck on ground sometimes as you said on your Page, but jumping fixes it.

Surprisingly charming Aesthetics, could be interesting in a proper Billboard World. Sadly no music to go with it, and I'm assuming its just endless Thug or Apples.

I have noone to RPS on a Board against, but I'm assuming it works. Lines could get confusing pretty fast I guess.

Ok. But growing isn't at constant rate, so I grew to 9.680038 or something like that. Also music doesn't repeat its later Part but just restarts.

After playing more, its not so dark, but a nice Darkness when you're playing in porper Lighting Conditions. Your Levels are very vast and empty, very unnatural feeling tho, I'm assuming they're placeholders for testing Purposes. 

The Camera really should just be RE-like, the 3rd Person one for this doesn't work well I think. Your Players Hand-IK for the Baseball-Bat and Head are also too far behind the Playermodel, so it looks like he's bending backwards a bit all the Time.

No Idea if or how I can open my Inventory, didn't really try, it opened for the Flashlight Part by itself anyway. Inventory lagged horribly tho, are you recapturing your Rendertargets every Frame there? 

The Puzzle itself was alright, the Scratches behind the Wall could and should be more detailed I think, currently they could just aswell be only in the Paint, and not through the actual Wall itself. You should also be able to investigate them from the Backside.

I liked that the Riddle wasn't straightforward, but had you go through both Sets of Numbers, and I liked that the Doors that couldn't be opened pretty much all had a unique Message. Would love for it to be shown more visually aswell tho. Generally I think you need a bit more visual clarity, to where the maintenance Room is, that a Door is locked with a Keypad etc. But again, I'm assuming its a rusty generic Door everywhere because your Levels are placeholders for testing anyway, and not final. 

Overall, if you fix the Performance, and revert back to RE-Camera everywhere, it's all about replacing Placeholder UI, Levels, Models, adding more Props and more Detail, then content and missing Systems ofcourse. I didn't really think I encountered anything being buggy. Your Hitboxes for picking up Things, interacting with Doors etc. are really small tho, with the imprecise movement on Keyboard thanks to your pretty bad Camera System, it doesn't make it easy to hit those. (I couldn't try it with Gamepad, because it kept spinning and attacking constantly)

Your Combat is boring. It doesn't need to be super engaging and deep, dodgerolling and Combos or whatever would be way too much for this, but it should pose a Thread instead of just stunlocking your Enemy, so you'd prefer to avoid them I think. Maybe it'd be this Way if you encounter 2 or more at once, but currently its just annoying for them to be there, and nothing else. Another aproach could be to make them scarier, you overall have a lot of Room for Improvement on your Atmosphere. 

And consider adding RE-like Door loading Screens, instead of slowly fading to black, then being stuck behind the Door with inverted Camera for a bit until you're allowed to move.

The Lag and the RAM Issues seem to be gone, but my PC is acting up a lot generally this morning, so I'll try and give it more of a play this Evening.

So far, it's incredibly dark and hard to see anything, but that might be due to the current Lighting conditions at my Place aswell.

Your Doors have a very small interaction Box only at their Doorknobs it seems, so you have to stand pretty accurately to move over into the next Room. I also liked/like your Camera a lot more when its in the more traditional RE-Style like in the Foto-Section, or previous DDs. It also works a lot better for your Playermodell, which looks like a nice abstraction then, but more like a very roughly formed blob up close. 

Your Camera Controls in Third Person are really Janky and just feel wrong, and you don't lock the Mouse to the Screen during Movement aswell.

If you're using render Textures for Inventory Items etc., consider rendering them all out only once at level load, or even prerendering them before building your Game and keeping them as static Assets. If they don't rotate, but only scale/move, you can save a lot of performance by not constantly rendering the same Texture again and again.

Hard mode takes some while to build. It also solves itself pretty easily. And you can get over 100% on higher Difficulties.

It does have a certain Charm to it once finished, just wish you'd have a better Ratio of Colors, so you don't end up with some leftovers. (But then it'd become even easier I guess). 

Still lags, looking into the Taskmanager, CPU stays stable, but as soon as the Level is loaded you rapidly fill out RAM. Are you repeatedly re-instantiating something, maybe in a loop or in an Animation somewhere? Do you have some Memory Leaks? 

I don't know what kind of a Machine I need, but this lags to unplayable Amounts. I'm getting maybe 2-3 FPS.  Have you checked how much Power it uses on your System? Are your Assets optimized or full of unnecessary Geometry? Do you use some form of fully dynamic Lighting everywhere for everything or something? Weird lighting on transparent Surfaces? Constantly running AI Logic, Physics on everything or something?

For Comparison, I'm on a Intel Xeon E3-1230 v5, 16GB DDR4, and GTX980. 

When you get a random Encounter, Enemies immediately Attack you without any Information first. You also don't align the Camera, yourself or anything to the Battle Layout. Other then that, you're missing Sideways movement or Rotation via A/D. The Rest is basically missing or Placeholder, so there isn't much more to talk about I think. But it didn't crash or anything noticeably buggy, for whats there, it seems to actually work.

(1 edit)

>Skin Shading

Just select the darkest Skin Option and look at the Insides of the Hands or Ears in Character Selection. It looks a lot lighter then the rest of the Skin.

>Flip building Pieces. 

R just rotates, I'll try out shift-R later, but if its just rotation 180°, you'll still run into the issue of the Supports on the wrong side.

>small sickle

So, Scythe is for clearing mass and small sickle for gathering the actual Ressource? Or is this Clover exclusive?

Also, after finishing the Quest, your UI doesn't Anchor to Screen, but is resolution dependant. At 2550x1400 or whatever, the Deliver Window is far enough off Screen to not be able to click the button. At 1200x700 or whatever, the same Window is in the top left, allowing easy access, but making everything nearly unreadable. Inventory jitters around weirdly at low Resolution to find its Place, and the Icons inside don't scale down, so they are massive and overlap each other, making using or reading them impossible. After scaling Resolution back up, once the Quest was delivered, the Icons scaled up again tho, so they are now extremely massive and unreadable on normal Resolution aswell. This is probably the same Issue with selections on Scrollbars etc. occassionally going offscreen.

(1 edit)

Male can only choose Height, but Female gets additional Hips and Breast sliders?  No Muscleslider for Men or something? Also Females get more customization Options on their Main Body and Accessories? Obviously you shouldn't have the same Choices for both, that'd be stupid, but Man should be able to wear Shirt+Jacket or something aswell, no?

Anyhow, Breast and Hip slider also move the specific Bodyparts up and down, not only size them. Your selection sub-menues when clicking on one do not always align properly to the selectionbox and can go offscreen. Your UI overall is, as pretty much every DD before not very good in your Menues. I can also see the HUD and the loadingScreen behind the Creation Menu itself. The Pose is pretty weird looking aswell. 

Some Parts like inner Hands, Toes and inner Ears are not getting Shaded, and the Eyes are obviously taged on. The Skin is also way too shiny, so when choosing a darker Skin color for testing, it looks more like nearly melting Chocolate then Skin. Boobslider grows extremely unnaturral. I'm assuming because Physics aren't applied in the Creator, but why isn't it? It's on for the Hairstyles. And apparently Horns are part of the Hairstyle?

Your Highheel Options aren't standing on their Heels.  Your framed Glasses float way too high above the Nose. You do also not offer a lot of interesting or standard clothing Pieces at the Moment. Especially no normal Shoes, either Highheels or Sandals basically, and either long Dresses or skimpy outfits. Some outfit Parts like the small Jacket are also in Accessories - TorsoMiddle, when they should be in Torso-Outer Clothing. Some Parts also clip horribly with each other. 

Finally I could barely click confirm, because a giant DEMO Text is blocking the Button.

Regardless, it adds a lot in being able to Identify yourself into the Games World.

It's a Shame that Hair Physics are only in creating your Character apparently, but its really nice that I no longer am a 2m+ tall Guy, hopefully gives me a better Sense of Scale. And hopefully I won't need multiple KGs of Food per Day aswell. 

I don't know if you changed the Animations, my Gut instinct tells me no, but they feel a lot nicer on my Character. 

Some of your new Sparkles, the Clock on Autocook etc. are nice, it adds quite a bit. You still overload it with a ton of Information tho.

I 'think' there's a lot new in the Fishing, some more Juice, the new sinking of Bait, and keeping it afloat with your reeling, sadly it seems to not do much for the Fish, and its better to just let it sink in Place so they follow and don't loose focus, instead of mimicing Bait-movement. Still Fishing and catching Bugs is once again the most fun Part of this.

And then came the least favorite Part again, searching your Town for the Villagers. Noticed that my Energy seemed to go up during it tho, not down, so something is wrong there, or changed? 

Having a Time to sleep popup is really nice in the Tutorial, and having a proper report of the Day aswell, altho again your UI is feeling a bit weirdly laid out and potentially overloaded. It's alright to tell me I have 10 Butterflies, 1 Bee, 1 Cricket and so on, but it feels odd to specifically tell me how many grams of whatever I bought in the full Screen, instead of an optional Popup. Same with every 20g of random Seeds I happened to find. Just giving me Spent/Made/total Income, Skillups, and big Things, like a specifically large Fish, or if I harvested 2000kg of Potatoes or something would be enough I think. 

Finished the Tutorial up to Advanced Agriculture, took the Time to build a tiny but proper looking Hut this Time. You're missing a reverse Triangle Wallpiece, so one side will always have its support Beams on the Wrong side as it is right now. You also must've changed something at the Saturation System, I eat way less and stay full for longer. I still run out of Energy if I don't take a nap during the Day aswell, but I at least no longer have to constantly chow down Blueberries, which is nice. I also found a Clover+Puffles Quest for Luca I'll attempt, looking for and gathering the Ingredients was fun. But you really need proper Dialogue and Requests for the Quests, and when turning them in, so it feels rewarding and interesting, not just having every NPC with a Quest topic that just displays what they currently want.  Forgot that the Quest had a Time limit, and couldn't grow enough Clovers in Time, what a Shame.

And I added a little Steamer and Stuff to my House to steam some trash-fish Filets with Blueberries and Ginger. If you know what you're doing and pay attention to the Graphs provided, it is fun, but it would be a lot more Fun if I didn't have to number crunch so many Graphs at the same Time during it I think. 

Looking at the Traits/Nutrient/Etc System more, again it could be fun, the System seems interesting, its just horribly displayed to the Player, with a Ton of overly detailed Numbers, boring Trait display etc. 

Anyway, here's the Hut, with the almost finished Tutorial and everything. What you need the most, apart from a proper redo of the Town layout, Graphics, Lighting etc ofcourse, are better NPCs with proper Dialogues and routines, so you can have Fun interacting with them, and a better UI on pretty much everything I think.  Still, I enjoyed it more then last Time, so it definetly is improving, good Job.


>3. The hints

I kind of figured as much. It would have Things make a lot more Sense if you've actually interacted with it before, seen it before, etc.

Generally it seems most of the Issues with the Puzzles, the Solutions, etc. stem from the rest of the Game missing. I'll try this out again when there's a proper start to a Case for this. Are you planning on only having a single case, or multiple smaller ones, or start with one and then deliver multiple additional ones later on?

Q/W to switch Tabs?  Your Controls generally seem to jump around a lot. You have regular Arrowkeys + Enter for the Menu, but then Mouse for the Starsign selection? And then Arrowkeys or Mouse to finalize selection? With no explanation what each one does, or means lore-wise, so I'm just choosing at complete random? And then its back to mouse only for the Character selection again.

I like the short description of the Various Monsters, not so much the ones of the Druid/Ranger. And I don't like that it always comes when I start up the Game. Would work a lot better as loading Screens, altho you don't really need those anywhere in an RPGM Game.

Your Sprites are pretty inconsistent in Quality, the Wood on the Merchants Parts is a lot more detailed then the Tent-pieces above, the Portraits don't necessarily match the big Pictures or Cards from before, sometimes you have background on them, which clashes with the Textbox.

Most of the UI seems needless to me at this Moment, but maybe you have some other Systems that make more Sense. Replace the RPGM Default Mousecursoer tilehover-flash, it looks horrid.

Free sample Guy is rude, especially after advertising a free Sample, and the super thin and high House makes absolutely no Sense. Tilebased movement is also rather annoying.

The Seaneedler doesn't actually bite me, but the tile before it does, the Event should be on the Bird, not on the Floor. I can walk through the Palm and onto the Water right next to it. I can also walk onto the lower end of the Wall in the Inn. And in the upper Floor of the Monster hall or whatever it is, I can use the Windows as steppingstones to get onto the Walltops themselves.

Your Map initially opened up in the bottom irght Corner, instead of properly in the middle of the Screen.

I'm a Druid, but I can't join the Druids? Am I already part of them then? On that node, I can't do anything in the Town, I just go to the Questboard as recommended by the Trader, to get some Money, and it only says to join the Druids, which doesn't work.

Your Mapscreen also doesn't disappear at once. Are you using Pictures and Eventing instead of JS and pushing a new Map-Scene?

Either Way, waiting until Night to see if something changes progress-wise. Your Day/Night Cycle is extremely slow. At least the Music isn't horrible to hear for all this Time on repeat. Wish I could tame some Monsters or something tho.

You also have a bunch of invisible Events that still have their Collisions everywhere.

Finally had enough, restarted with the Ranger, that worked. So your Druid doesn't work, great. Ranger Lead also ends his Dialogue with "Good Day what do you need?"

Temple, when moving up the right stairs after the fall : "Failed to load img/layers/light1.png"

And then when the combat with the better Beasts starts, after I very poorly got a Raptor, in a Scene that should be a lot more fleshed out and interestingly made, I get a min_level is not defined Reference Error, which I can't fix as easily as replacing a File. I'll try again when the Druid works, and the actual Game has all its references and images correctly. Maybe.

(2 edits)

SPOILER-WARNING!


When you jump against something, you keep floating until you let go off your forward movement, which feels very wrong and buggy. You also don't slide along Corners or anything, but get stuck if you just slightly miss the Door.

It would be really nice if I could click on the Parts in the Part () left by Description () to get the Info I found out about that Piece again, or if I hover over the Names, get their descrptions and Nodes I made for them.

Took me a while to realize you wanted me to match table lamp to old table lamp, not to whoever owned the Lamp. Should've read the little Magnifying Glass more carefully. On that Node, Rightclick to zoom/look at Items in more Detail is fine, if they had any Detail to actually look at that isn't explained via Text, and had it look more like I was looking through a magnifying Glass. It would also be really nice to be able to pick up and rotate Items. And crouching while not necessary would be nice. And no Invisible Walls.

Unless I missed something, at some Point the lock-in for correct Answers stopped working, with Jennifer smith delivering foodcans, Max Suttons Radio, etc. 

Regardless of that, your Hints might be a bit too "arcane" in some Places. Don't know if that is due to a demo Area thats unfinished, or if its supposed to be that Way in the Game itself.

Also the Menuing itself could be laid out a lot better I think, having to click through a bunch of Submenues to get to filling out the Form, then going back to look at the Subjects again gets really annoying after a while.

And an actual Notepad to write ingame Notes would be nice, not just attaching it to Subjects. So I could quickly write down all the Names of all the People with Cats for the Junkbox i.e.

Based on the other Descriptions, I'm assuming "Blondie" is refering to a female, but the only Person with any connection to Paint is Charles Hyde, so from the Photograph in the Toolbox I'm assuming he has a connection with some Mary, which only fits to Mariee Yaisthe, so either of those should've braught the Car Radio, I'm going with Mariee here. Again, nothing locks in anymore, so I don't know if this is actually anywhere remotely correct, or if its Charles, or someone else. I'm not getting any confirmation, but more importantly, I'm not getting enough Clues to have a decisive answer, its all based on some Speculations in the End. Same with the Barrels, it says (2), so I'm assuming 2 Barrels of that Type were delivered. But every type of Barrel exists at least 3 times in the Scene. At least I definetly know the deliverers Name, and that he works at Fishing something with the Cat-logo, so I'm assuming its the Cat-logo Barrels. Again no log-in on either the Barrels or the Name tho.

Some others like the Air conditioner fill themselves in nicely if my Car Radio Guess is correctly, that feels nice. If I had enough Clues to decipher the Blondie clearly. 

No Clues on ???, so I'm assuming its the Homeless Guy, since nobody would know about him. Once I filled out everything, it tells me something doesn't feel right, so I'm assuming I got something wrong, but again, not enough clues on most Things to definetly answer them. Unless of course I missed something important somewhere.

Pic related has the filled out Form, obviously the few Things it locked in are correct. Otherwise, Jonathan Warne was dead, so its the only connection to old I found.  M.Sutton is on the Walkie-Talkie, Bill Gumms as the Homeless person, Mariee Yaisthe (or Mayra Gyshe, could also work, probably better fitting with May, I misread as Mary before.) through the May-Charlie Picture in the Toolbox and the Paint-stain connection, Carol Myers through being the only Female with a connection to the Myers Household and the Pen being in a Box with Cathairs, which matches her Husband, Jennifer Smith as waitress at the Blueberry Place, R.D. for Initials, and Dale Corridge as being obvious. Barrels thanks to matching Dale's Picture. If any of these are wrong, or I missed any important Clue, please let me know, and/or why/how they should actually be connected, so I know if I messed up, or if its actually a bug with the System not necessarily working right now, or the Clues not being fillable.

Ranking the Riddles in Interestingness so to speak, after solving them all finally. (also removing the Image itself to not give the Solution to others quite as easily)

old beardly is stupid, you have too many Candidates that just fully fit this to know which one its supposed to be. Bald Guy is good, it leads you wrongly first, until you think about comparing all your Hints. Mr. Warne works again, same reasoning as above. ??? is dumb, you have no Idea which its supposed to be, any of the Picture ones, if so which one? could also be someone else entirely. Blondie works if you're not too ESL/know enough about the local Culture or however you want to call it. Next two are fine, I liked the first one of those a bit more, the second one is just very quick to figure out, could be convoluted a bit more maybe. R.D. is too simple if you only have one R.D., and needs more Hints if you have more then one. Blondie again, leads to above, which is a nice double-use. Dale is also very nice, having to work in reverse to the others. Filling out the other Side is apart from Dale, a completey waste of Time, as you're just matching the same name against the same Name. 

Treating this as not a Demo Level to showcase the Mechanic itself here obviously, hopefully to help you improve on the actual Riddles in the actual Game.  

As for the Mechanic itself, it works fine, if you expand the Notebook to be useable properly. Some Sidepanel to write quick notes to, not so many submenues to navigate through in order to reach something, not Popups upon Popups, but flipping the actual Notebook Pages etc. And you kind of need more Mechanics then just filling in the Blanks I guess, it is a really nice Investigation representation, but its missing something around it. Which might be in actual Levels.

There don't seem to be any real i-frames on getting hit, so when you have multiple Enemies behind you, you get stunlocked heavily. 

I didn't really get why to use crushers for the Gems, you can just break them by kicking them. Right stick on my Controller didn't work, kept giving ghost Input, might be just my controller tho, instead of on the Game. Playing with Keyboard was a chore, but I understand that this is really not designed for that.

The Idea of not being able to fight the Enemies directly, but having to kick Gems into them, either from the Ground or from holding them was interesting. I'll treat the Level just as a Showcase Area tho, otherwise it'd need a lot more polish in the Design to be fun and interesting to play. 

Overall, a nice 3D Platformer tho, Systems seem all to be working in the short Time I played, just needs to replace all the Graphics, UI, Music and Stuff with actual Assets (on that Node, the music wasn't unfitting, and the Soundeffects/general Effects I noticed were alright. But I think it could be better. UI and basic Models are whats mostly missing ofcourse), and build some proper Levels and Story.