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tysooob

23
Posts
17
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A member registered Jun 19, 2020 · View creator page →

Creator of

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My favorite part about this game has to be the little details. The balancing of background audio is already praiseworthy, but details like adding a button sfx goes a long way to creating an appropriate atmosphere to make an impactful game. Something for me to take note of too

A detail I personally really enjoy about your game is the shameless use of stock photos for the background in the game and on the itch page. There's usually that connection between quality and the use of shutterstock photos, but I think the difference between the 2 adds a lot of charm.

The game's visual art style is definitely what gives it a strong impression. For your process of creating the game, did you first make a certain amount of combination of drawings and then code it accordingly, or did you set out first with all the options in mind and then have to make all the art afterwards?

There's so much to appreciate about this game, From the visuals, to the gameplay mixing genuine interactivity with paying attention to hints, but most importantly (to me) is the music. How did you get this music? Did you find them somewhere or make them yourself?

I enjoyed the writing you made for the responses, especially with the pathway that causes you to be angry. Unlike standard responses in text-based "adventure" games, it read as though it was it's own complete telling of a situation instead of a vague prompt

I noticed a potential "bug" in the code is if you play through and survive the event in the woods and then mark down the location on the trees, you will still have the trees marked in subsequent playthroughs and be unable to go back to the location. Maybe when you restart at the cabin, you can reset the variable that checks if you've survived that encounter.

This game's clean visual UI reminds me of how ren.py creates visual novels with its coding. It's very impressive how clean you've made the game look within unity.

I think that the background visuals match with the context of the story the best from all the games I've seen so far today. Of course, there could still be more improvement with more specific scenes for each action, but I do appreciate how much there is so far.

The slow devolving of the text, making the player unsure who's thoughts now belonged to who, was a very smart decision. It made me think that somehow they were being swapped for each other and the game calling that out really added to the emotional impact of it.

This is an impressive coding feat with the ability to store so many strings as well as creating a text box where the person can input words they choose. I would suggest changing the background for the instructions so that the text is more legible. You could probably do this my blurring the image in photoshop or changing the color of the font as well.

Yeah, I think the options were all put in the update method so every options is always available no matter where you are. I think a way to fix this would be to add some if-statements and have a variable to track your location. This would also allow you to not need to use a different key for every option.

This game is incredibly well made. There's the actual "game" element of winning a duel as well as a story with some great sprites. A suggestion I might have is that you could make it initially clearer that you have to press space to advance the dialogue. For the first second, I was confused if the duel was about to happen or I needed to input something.

I wasn't able to get the game to function for my playthrough, but the game reminds me of another project made a year ago from the CDM 176 class. It was similarly a "text-based" game where the player had to actively make sure the paint dried on the wall and reacted to whatever would occur with the text.

With the more comedic take from the invisible narration writing, this game reminds me of Evening Light. Although this game definitely has a lot more intentional comedic humor from the narrator, both games remove the tone of anxiety from such serious situations

This game's concept and execution remind me of both Mickey 17 and Untold Stories. Of course, the scifi connection with a recent movie might be obvious, but the communication purely through a terminal with a "higher" entity is similar to a particular story in the game of Untold Stories.

The game's genre is clearly leaning more into the mystery and horror side. I especially love how eerie the game is and makes the player feel, like when the text is full of stutters and makes it seem like you're possessed and then snaps back to normal. An incredible delivery of horror in only just text format!

The game's writing is definitely something I can comedically appreciate. Of course, while the main content of the story has a serious topic of a murder case/conspiracy, the side elements of the game clearly have a sense of humor (ex. pointless supermarket visiting, phone with ZZZ)

The game's short length, while likely also attributable to our deadlines, also speaks to the content of the story as well. These thoughts and exactly how you fall down their rabbit holes can happen just as quickly without much control.

Wow this game has a lot of impressively coded features! The text appearing by letter, the inclusion of input through a clickable button, and the overall narrative/textual scope of the game. Very impressive!

The gamification of the certain choices with "happiness" points really helps lend itself the ability for players to feel the "logic" of apathy in real life. We always do things in real life for a reason.

The scrolling of the text is really impressive considering what we learned on how to code text mesh pro. I wonder how you managed to execute that?

Played through all the endings and the timer on the player added to the story. The idea that we will always have the police coming fast adds to the story that is being built!