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A member registered Oct 04, 2018 · View creator page →

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Great stuff! The logic of the game makes sense, which is crucial for knowing what to do, and let me think for myself once I understood the commands the game doesn't tell you are all nouns that also make sense (although alternatives such as GET to include "TAKE" would've been nice). It took me 5 minutes to figure out how to do something with the music box! - maybe put it also in the HELP command for inexperienced text adventurers?

It should also be noted I found music and sound options, but no audio played on Firefox version 72. I guess the game really didn't have them since it's a jam?

That aside, loved how the game felt to play. The font (I got here thanks to the author posting a link) gave a spooky, not scary vibe that complemented the modern, less serious tone; and the dithered pictures were absolutely stunning, although not 100% accurate to the game, such as the forest picture (while there's no "path", the sunlit background was dreamy to look at).

To summarize, I enjoyed this. Compared to a visual novel, I actually have to think to make a choice!

Slight spoiler to the short demo that it is.
Nice demo! I loved the amount of dialogue you got from examining each item (more than one, which is just not enough), and that it was easy to access each one (no silly animation that would delay each one from displaying). Speaking of which, maybe a slight indicator that a dialogue/choice is displaying would be great? (ex: textbox background changing color to be slightly darker, while general interact/collect item could be lighter)

The reddish monochrome instantly filled the atmosphere with mood and atmosphere that the lack of backstory couldn't provide (Who is our main character? What were him and Greg doing before this? Why is Greg telling us so much info!?). It was much better than Fallout 3's puke-green colors, because desaturated red atleast conveyed the proper mood... but might be wrong there.
    As for the writing, Nicholas seems to know his way around the wasteland and has been seasoned around it, but the dialogue choices don't feel to shape his character significantly yet. I was pretty amazed of his dilligence to loot part of a ventilation shaft (or was he trying to enter it?), that he finds a way to use practically anything.

Another thing I'll note is that the font rendering looks a bit strange(as in not smoothed), even in fullscreen. It was a bit discomforting at 1366x768.

My playthrough was around 10 minutes, so didn't exactly pry and toss each of the game's choices, and so my thoughts about it aren't really impartial.

Overall, the game looks promising! I have a need for point-and-click adventures that let you actually examine items instead of glancing at it by commenting only one line of dialogue. Definitely hope you continue working on it!

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I loved this. I loved programming when I had a great teacher that explained stuff quite well and made me quite excited to try making my own games! But as I progressed through my course my teachers weren't as good and to this day I still have trouble with C++ or object-oriented programming in general. This rekindled that love for typing code and built a bridge between my love for C and my fear of C++. But enough of my story - I want to talk about the game!

The gameplay is very approachable! I liked fixing small parts of the code by clicking through it to do different choices, even though I do have experience with programming. Manually typing code is a nightmare, but when I wanted to truly learn and understand the code (what is it about) there's a pretty useful and entertaining Dictionary that explains what a particular word of the code does what. It explains semicolons, curly brackets, arguments, class names (what is a class about?) to even mundane numbers! I spent a lot of time reading the code and the Dictionary and just understanding the code even though I knew the choices I made was correct at the time, and when I got it wrong because I didn't read properly, the characters talk out the problem and give further explanations about the code and what I had to do.

    The dialogue system is a little basic though, lacking even a way to view previous messages (so you're screwed if you skip over some dialogue). Also it lacks transitions which makes scene switches feel grating (like from class to cafeteria, and back). I guess it's excusable since this is made out of Unity - maybe I'm just too used to the comfort of RenPy based novels.

    The two main characters are very likeable, but the game doesn't focus too much on dialogue, which is bad for the side characters as they don't get much screentime (although they're interesting nonetheless). This is also a good thing though since it allows you to focus more on the gameplay/programming, so you're learning something, Very YourMileageMayVary!


To say the least, I definitely recommend this game if you're either looking to learn programming, or have a dessert of a romance story. But it definitely helps if you do like the story because it'll motivate you to learn! And thanks to everyone involved for such a nice game!

Hey! So I played the game again, spending about an hour to get 27 hidden packages. Had to look up a guide for the 28th one :P Very dissapointed there's no congratulation, but I can understand, it's still unfinished. I'll say, this really keeps what GTA III was to me, since I often just hunt for hidden packages while putting other music in the background. It's a relaxing way to spend the time back then - doing it in this demake was stressful though since I'm a lot busier now ahaha. Good demake! Definitely will await that update, with better car physics.

pic related

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Thoroughly enjoyable! Unlike most visual novels, the main character doesn't talk very much in a way that I feel disconnected from the story. Everyone else, even the side characters that you feel aren't going to have much of their story explored, have depth to them, so  it's almost as if playing a character of your own rather than reading a story (either that or I find the MC relatable... whoops). The music is fitting to the melancholic nature of the game. Most music is sad, relaxing, and even the more uplifting ones aren't distracting, keeping the focus on the story.  If I said any more than that it'll probably be a spoiler considering the demo took me 1 1/2 hours to get through. Honestly invested, and anticipating for the full one. Great job!

p.s. dev, I blindly sent you an email (as in, completely guessed what your email is) because your Twitter isn't set up for messages. Not sure if you received it, so can you check? Thanks!

You actually plan to finish the map? That's ambitious! I'd advise against it though until you've improved the car handling, honestly. That way people can enjoy driving around the roads of the map that are already there. Maybe ramp up the acceleration/brakes, gravity... then again, I tried Unity once and was never able to get the hang of typing actual code.

Nice recreation of Portland! It puts into perspective how much effort the modellers at Rockstar put into the game's city and the time they need. Of course you didn't finish the map - that's fine - exploring the city for a while was still decent, despite how horribly the Perennial handles in this demake (and how often getting into a car glitched). Really loved the aesthetics nonetheless!