Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

WeaselMcDiesel

2
Posts
1
Followers
A member registered 95 days ago · View creator page →

Creator of

Recent community posts

I liked the way the different backgrounds really helped to set up the mood and location. I also liked the way the word “sleep” was animated differently from the rest of the text, along with the way the “next day” link was animated. It adds a bit of flair and personality to the code itself which I always appreciate.

Throughout the game, the images for the characters would occasionally stretch. It’s not a huge issue but it’s something I noticed. I think the clarity of the game itself would be improved if there was more of an indication as to which character said what piece of dialogue, especially when you have to make a choice to listen to one friend or the other. Something like adding “Rose said” at the end of a line would be enough, or maybe giving each character different colored text. The first ending I got was “You wake up to a very foggy weather. You look around and you don’t see Erica or Rose.” I was unsure if this was the end or if I was missing a link to the next page. Some indication on screen that I reached the end may be nice but this could work stylistically if that’s what you intend. At the very least, a link to restart the game would be useful.

I really like, however, how the choices don’t clearly show which friend’s relationship level will go up. It’s more of a mystery and keeps you coming back to find new endings.

I really like when text is altered or animates and I believe you utilized the different text styles in really effective ways throughout this game. I particularly liked the text shaking when the narrator got mad and the drop shadow that was added to some of the links to indicate that the player got more items in their inventory. It makes the experience feel like you're actually in a video game.

I think that potentially some sprites or images could have added immersion to the game. As it is now, the story is nicely cyclical and it’s interesting to hear how the narrator responds to the player having played through the game before. There’s potential to add more to this gimmick through manipulating sprites.