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ailmao

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A member registered Sep 18, 2023 · View creator page →

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Thanks for checking it out, I've seen the stream and I'm really glad you tried it out.

The feedback is extremely valuable, I'm planning on adding tutorial before tutorial in order to explain how interrogation mechanics work a little more in-depth. There are some things you had no right to know, for instance Charlie will only progress the case if you talk to the suspect, since timer only triggers if you talk to them. There's a lot of things that have to be explained in much greater capacity, your experience illustrated that very well.

Will keep on working, thanks for everything :)

I trust the vision, can't wait for the full game to play.

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Graphics and art direction remain immaculate. The writing is on the high note still, even with Em to whom I was initially somewhat sceptical, loony girl but she grows on you. Exploring different branches of conversation is a nice touch. Locking out parts of conversation was a novelty, a good one if it doesn't  soft-lock anything important.

Detectives got good dynamic, I do hope as the case progresses your partner becomes a tad less snarky and sarcastic. Obradinesque track for confirming section of your work hits hard. Adding new ways of interacting with evidence - Viggo and the car's frequency/wave-meter. enriches the game and provides more depth. Love the reconstruction mechanism.

Now for the bad.

I understand your underscored importance of paying attention to the detail. I do think it works 90% of the time, figuring something out, especially without any external help feels rewarding. I appreciate that game doesn't hold my hand 90% of the time. The 10% is a low point in the game. I've failed to find the cotton, it just didn't stand out enough for me to notice. In response to that I've bagged all items I could find, used scanner, viggo, talked to each character, before one of the forms ensured me that there's a piece of evidence missing. I've strolled through the entire map 4 times, finding each exit, every batch of leaves, every displaced barrel, hell even a gap in the fence that I thought for a second, contained some key takeaway. But the cotton didn't show up on my radar for a second, I knew that something was there, but after scouring the grounds not once or twice I started wishing for some sort of pity-timer hint. What would I give for a soft audio cue, enabled only after no progress has been made for some time. Or your partner saying something like 'There's cotton on the bushes mate, gee golly I feel like I'm back in Alabama'. I suppose once the game ships people who get stuck will be able to get information they need from the internet, and it won't be much of a hassle.

All in all, can't wait to see where the game actually progresses, it's unique, it stands out, mechanics are solid and the mystery does lure one in. As described above, unapologetic commitment to not holding hand has its drawbacks, but I have no doubt it will be a massive success.

It's a unique one. Great animations on MC, other individuals can stutter during talking. Inner monologue is highlight of the writing, the rest varies. Jack is on the less polished side, maybe it's due to the fact that he spends a healthy chunk of time explaining basic reasoning of the situation we're in to me. Maybe some player agency could come into play and take care of the issue. For alpha demo it shows a lot of potential.

Always glad to see your feedback, thanks for checking this one out.

Movement, voice desync, and punctuation get on TODO list. The usual issues with dialogue system will get at least few more rounds of polish. I'm glad you pointed out lack of clear interrogation direction, will need to explain it in a better way. As far as graphics go, there's a lot to be done there still.

Thanks for all the feedback, it really does help.

It was fun. Glad to see that the game is progressing nicely. Visual quality has gone up significantly, gameplay is smooth. Level design varies, first level is great, almost flawless, second one takes a bit of a runaround but if somebody wants to finish it, they will. Found a number of things that might need a fix:
Bugs:

Tutorial - Shoot with Pistol / Machine gun work opposite to labels
Sometimes enemies simply stare at you
Occasional stutter
Spawns mid floor
Shotgun + powerup = mid boggling effect
Open doors on a car looking goofy
There should be a mechanism of keeping it crouched when you're in tight space, once you press C and crawl into it.
How should player know that tram is powered by blue key. Only guessed it because it's blue
Tram ride shootout is cool idea but enemies don't react in any way
Squat displaces you when you're in tram

I wouldn't say the pawn is slow, it was smooth and animations looked very much solid, but it still could use better flow, especially during fights :)

There's enormous amount of great work done here, models look good, pathfinding is flawless, UI is well integrated with the game. Buildings don't always seem to fit in thematically but building and spawning works well on mechanical level. In many ways it's fantastic.

Being completely honest though, when RTS itch hits I'd much rather play Warlords battlecry or other well polished title, rather than an indie. Creating what you did is extremely impressive, but in order to pick it over one of the classics I'd need a greater push, intriguing plot, improvement in general RTS mechanics, something special to pull me in.

As for bugs only thing that I noticed was minimap, I was in two places at the same time, was using browser build.

Good soulslike, can clearly see a lot of love in the visual side, the blood lake for one is great. I'm not entirely sold on isometric controls of the pawn for now. To make it work in this camera view pawn needs to be responsive and fast, Hades nailed it. Enemies are done well, they properly manifest attack intent and each has a good moveset that can be countered via trial and error.

Not sure how you handle loading, but there's a lot of flickering when you trigger it, there's a free plugin- async loading screen that takes care of it quite well.

The game needs options and tutorial. Also ESC should dismiss menus, closing it manually is torture I wouldn't wish on my worst enemy. Animations are smooth, visuals consistent and great, there's an ugly thing peeping behind one door.

Swordplay is interesting but for the time being I don't see a single reason to block, in any situation. Swinging fast and punishing enemy for closing distance is the way to go even with few enemies.

On death my axe flew away, deeming my corpse unworthy of companion . 

Solid demo.

I'm a win.

Pipe could be a gun, maybe it's because of portal vibe I picked, but it really felt like pipe should be a gun.

Being fluid simulator I thought that low tank won't be able to feed high tank, if you're leaning into realistic simulator angle I think it'd be good to either move it up or create some sort of pressurized tank mechanic

I think color coding needs to be changed to more common - red off / green on for instance,

Commanding blob is cool and fun mechanic, can't wait for puzzles involving 10 of those.

To summarize, cool mechanics.

Enjoyed it, good puzzle, finished blue pack, tried two others.

Only major suggestion I've got is adding an easy mode which respawns  you at the last location you 'died' in. On the one hand it might cause players to try to win from unwinnable position, on the other repeating moves you know to be correct just because you're clumsy and ball didn't go the way you wanted is extremely irritating.

I've got blocked by Euthanasia this time around, paralyzing and heal self is extremely effective. Cards are well designed but there should be away to equip more than one, probably after earning it in some sort of a boss fight.

It's a very unique game and a rare case of game exploring trauma without turning into cringeworthy wankfest.

Fishpeople music is great, hope I'll get further next time around.

Here goes award to 'He's literally me' moment of this DD.


I recall your dialogue demo from previous DD, I enjoyed it. I would've never guessed it'd lead me to an abandoned post soviet schizo dungeon.

As for notes - Enter shouldn't be for interaction and playing with light, it can build suspense but it also can get problematic.

Is there an insanity score and does it decrease every time you inspect item again? I might have switched focus to different item by accident but I could swear those change to random flavor texts. Music does it's job, the voice is a massive addition to horror engine. Level design is good, I did get turned around a bit but eventually learned the layout.

Can't wait to see what's down in the basement, I was also afraid to see a certain character creep just barely outside of the stream of light, or just pop up for split of a second when the light flickered.

You've got something great in the works here, hope to see more next DD

I've played around a bit, digging, cutting, fighting and crafting are all well done and work as intended. Maintained 60fps through my dig to the middle of the earth (There's nothing and you need to restart the game). It's very strong canvas that you can paint your vision on. Can't wait to see how it turns out.

Everything from sound design to UI and coherent artstyle are top notch. I've got nothing of value to point out, you clearly know what you're doing and you do it well. Hope to see more.

The fluid dynamic (Or whatever you call the magic of creating fire tornadoes) is a lot of fun, goblins are not the challenge, the challenge is to stop yourself from turning everything into fiery inferno.

The way wind spreads through the environment, including caves is for lack of the better word magical. The only major downside is how easily my character dies. I do understand part of the gameplay is to keep him alive but introducing more spells, and allowing player to warden himself while bringing inferno to gobbos would be most welcome.

Extremely impressive work.

The good - Loved the manual, even though I've only skimmed it. It's been more than ten years since I've seen a new game manual and it did evoke some long lost memories of physical games. I enjoyed the premise and promise of exploration.
The bad - Granted I didn't play long, the exploration was pretty much 100% fights. I did approach several settlements only to find sleeping opportunity in there (After a fight).
The ugly - Fights are boring even by jrpg standards, there needs to be more happening, there needs to be more joy to process of fighting.

I silently hope that you've been focusing on world building for now, and you'll get to implementation of more polished game now, because the premise and passion visible in storytelling would make for a great game. Sorry if it sounds overly harsh, I'm honestly curious about next iteration.

Witcher sense would be an overkill, same with annoying blinking from RE. There are two approaches I'd favor, one is some UI indicator that you can in fact use the object just as you described. The other is consistently making every object interactible (if it makes sense obviously) even if output is just a toast message with 'There's nothing inside'.

And writing is indeed great, people do have a soft spot for something written by a human rather than a room of writers, keep up the good work lad

I'd say caffeine jitters play into that too, it's not a priority just a small inconvenience

Barebones but a good premise. Great use of light, needs to be built in every direction but it's honestly impressive especially since it's godot

Basic components seem to be working well, choice wheel is a bit off for my mouse, it's twitching and switching components in chaotic manner, might be too sensitive

Better tutorial is necessary, teach by example rather than wall of text. Except for the font visuals are coherent but not mind blowing.  I might be overly critical but it'd take a lot more work for me before I'd pick this up over Balatro.

Might be a hit with more work

Style is solid, shanties made me laugh.

I believe people will be filtered by inability to jump if they don't put points in, even with potions. Order of interaction is a bit counterintuitive, lets take the doors for example. Even if you have the key, basic interaction gives you basic line about the door, in order to unlock it, you have to open inventory and use it in proximity of the door, once you learn that order you can work with it, but imo there should be a check for default interaction.

I could use some sort of a clue on what's usable and what isn't. As the things are it's down to spamming Z button, I'm not saying you should slap yellow paint all over every usable object but there should be some way to tell.

I've managed to spot weird bug in the interaction with Admiral - uncle look at the time -> Sends  you into a loop of equip<=>talk. You can end it by ending convo and talking again.
All in all I believe the strongest point of the game is  your writing, hope you keep up with the updates

I've never tried Battle Network so I'm absolutely not your target audience. Spoken that, I do believe artwork, look of the cards and overall style are great and consistent. Music does it's job and it was playable on the keyboard. Only useful remark I've got is one about difficulty, I was filtered hard on Earth and it's supposed to be 1/5 in terms of difficulty, it might be a good idea to let player learn through combat, go easy on him and then raise difficulty once he gets used to basic mechanics. But then again, fans of the genre are probably already familiar with them.

Game might not be for me, but it's certainly a lot of good work done, good luck to you.

I honestly didn't expect it'd be that good. My first thought going in was 'You can't make a miamilike without a heavy list of bangers' then I had main menu music play in the background and it was pretty fucking great. I started the level and here it is, rage inducing banger, straight into my ears. It's perfect, now I'd suggest making couple more because after ~30 minutes it does get slightly repetitive. But then again every song except 'Sounds Like a Melody' has that problem.

Core gameplay is great, I initially had few problems, but they were addressed, let me give you few examples

- Why use linking when shooting them is much easier | As levels get more complicated game does motivate you to experiment more

- Why does my gun have 2m range, guns don't work like that | It adds up to the challenge and with HP instead of one shot kill it forces me to play both more creatively and closer to the enemy

I think connecting hotlinemiamilike with puzzles is daring but great choice, spoken that, if the puzzle is somewhat prone to trial by error or trial by speed, it'd be great to have something like checkpoints. I failed to execute GTA level properly because third puzzle filtered me hard and I got bored of redoing first two puzzles.

All in all looks borderline ready to ship, some more music and I'd absolutely buy it. Cheers.

Aesthetics is very much coherent. Once you type into the chat you have to click in order to get back to your person, it must be part of design but it's a tad confusing, especially since entering chat-mode doesn't allow you to scroll through the chat log or user list. I've hoped to reach the floating island in the sky but failed, I have however explored numerous environments you've prepared and all of them work well with the aesthetics you pursue.

If you're going for dead internet feel then you nailed it. I do wish they reacted to your lines somehow though.

Love the graphics, love the style, love the sound design, love the writing. Surprised by their ghost affiliation, but I'm on the love side still. Now to the bad and ugly.

The bush hiding key area to roadside discovery is gone, on the one hand this little puzzle did filter a lot of players, including me, but I was sad to see it gone. Removing puzzles to reach lowest common denominator seems like a slide to perfectly mediocre game. There must be a way to include your initial idea with a little twist rather than removing it altogether.

Small UI notes - Pin looks like sombrero ( Might have in-game explanation that I didn't catch ), Save button should have some sort of feedback (Close menu along with 'Game saved' toast). Consistent capitalization - junkyard worker was smol.

Field study section is great addition, along with the new puzzle it does let you dive into a new, bizarre world, not sure how you plan on revealing information inside of field study, single data-dump could be overwhelming and discourage player from riding, additionally new puzzle is closely tied to the field study. For now it's perfectly solvable and interesting, with data-dump it might change.

I've managed to jump into the area you didn't want player to jump, the one initially warded off with boxes, space near the car on the left of junkyard from entrance perspective. On-hover portraits are a great addition, if you ever add difficulty setting, removing them on hard difficulty, and going back to text description could be a great idea.

The pictogram puzzle, logical, solvable, great. It does raise the question, why does Mike feel the need to communicate with his worker using pictograms? I need an explanation even if it's an absurd one, maybe the worker has egyptian background and Mike believed it'd be appropriate to give him tasks with pictograms.

Great game, don't stop working on it.

I've been working on my project for a while and one week rule, well, rules me out.

I'm pretty sure unique constraint is satisfied to the fullest. In this game you're an interrogator talking to a suspect, trying to achieve certain objectives. At this point of development the primary goal is to gather feedback from users and I believe this is a great opportunity.

I care not for glory or prestige, I just want precious, precious feedback.

Cheers

Game's oozing with atmosphere. Couldn't stop to wonder how much work went into every shot. The only thing in terms of valuable feedback that came to my mind was after using certain items on self, game could get back to previous menu. Love direction you're going for and can't wait for more to come.

Made some notes during second approach, I see what you're going for and I'm certainly buying the game when it's out. Hopefully some of the brainstream will be useful.
First puzzle

4 options - Dockside Road | Deermouth Trails | Junkyard | Main St

1. Top sign says Downtown - Downtown includes Main Street  and Dockside Road, must be either

2. I found torn sign, it's got two bolt pattern, there are 2 suitable places for that on the sign post, unless it's a trick and it's n-th iteration of the sign

3. Map - If those things on the East are mountains, why is the town the same color | There are two possible locations that could technically be this crossraods

4. Solution is only possible if you find footsteps and the river, it does give you satisfaction if you find it, but people who wasted time on thinking within constraints of 4 given locations will be irritated

My takeaway from this puzzle - First search the available space thoroughly, THEN get to solving, otherwise you're wasting your time.

Second puzzle - Junkyard ledger

Blondie caught me off guard, aside of that it works well, once you get used to UI

Sprint might be good idea.

Why is currency tied to 2.1 loafs of bread, does it have something to do with replacement fertility rate, some lore plz.

The style, graphics, clear UI, great writing. This game is easily going to be a hit if you continue with the passion.

I picked 1.2 version and damn am I getting filtered hard. I've got 10 HP and one bad step gets me down to -55. Some enemies together create mix of attacks that's very challenging to dodge and work around, especially if you're equipped with subpar weapon.
Indiana Jones mode is pretty fun, also loved the corpse art.

Game works which is good enough.

Dungeon contained no enemies, my heroes simply wandered aimlessly. UI is decent, love the adjustable windows but something more would be good for fantasy setting.

Addition of node id on hover is solid, at some point of time one would have to consider allowing player to rotate cube by drag motion. I was a firm believe in '99% of people including me are too dumb to actually play it' but then again '5D Chess With Multiverse Time Travel' sold pretty well. 

>short prototype

You've got pretty good signalisresidenthill-like in the make, graphics and style are consistent, the only thing lacking was the music. Just like finish the game lad.