I got all the music (and sounds actually) from pixabay. The links are in the zip folder if you want to check them out.
vicdoan2
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Originally I was going to make a game about interrogating something pretending to be human, but then I wanted it to be way more lighthearted so i switched to the player being the one trying to pass off as human and then the supernatural elements kind of filled in afterward.
Also since the spirit took control of the person without their permission, it is considered unethical. Always ask before possessing potential vessels in the future!
I wasn't able to see some of the game due to the fullscreen button not working, but the dialogue I did read was really expressive, especially from the prisoner which makes sense. I think the say you portrayed the characters through just their text adds to the stakes of the game. You never know what'll happen from each question option!
I really enjoyed trying to find the pattern within each of the categories with mirror often referencing the self, masses referencing others and society, and millennia taking about nature. Memento was an interesting one too since it seems like a part of all three with no background image to guide our thoughts. Lots of thought behind this game for sure!
I really enjoyed how quickly the game could transform its tone. In one path you go from a cozy exploration of the market to being dead or trapped. Vice versa, I was expecting the sea to be a more dangerous place, but found a dancing mermaid which was very enjoyable. I'd really like to see how the game could be explored into a more depth story game, although I understand how much time the art must have taken!
I really enjoyed how well made the game was, from the art to the sound design. Building off of unkani grani's comment, I can imagine a version of the game were the the mechanics were more comedic with elements like having the player wait actual minutes for the duel to start and maybe humorous inner dialogue from the cat during the duel.
I wasn't able to play the game to its fullest extent due to a bug in the beginning I think. However I think that the break in the game could actually be really interesting to implement and explore if you were planning to expand on the game. The repeating text adds to the sense of the baby urgently needing to be cared for while the player can't do anything to console it. It was be intriguing to see this unsettling use of text within a version of the game you could interact with!
The game was a really quick yet very satisfying adventure when you were able to collect all the items to escape. I am curious where the idea to make an adventure game where you could get stuck forever stemmed from, along with the more playful narration. Was it inspired by another piece of media or something more reflective and personal?
The idea of moving through a space with a sense of urgency, along with the use of the keys reminds me of a game I player earlier today, The Macabre Madhouse. While you're able to take your time more in this game and the genre lends itself to being a sci-fi thriller rather than a horror game, they both have the essence of an escape game!
I definitely agree with tysoob below: the manipulation with the text in order to create a feeling of unease really does its job. The meta play on how the text is presented to the player was probably a really provoking way to bring them into the game when it was introduced, and I feel like you brought it in here very well!
The style of the game really captures the essence of text-based adventures, with a sense of mystery that differentiates itself. I can't perfectly match it with any other game, but it does remind me a little of the Henry Stickman games for some reason. Maybe its the element of going to locations to find clues, although my games knowledge is too limited to say for sure.







