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
tysooob
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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?
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 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.
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!








