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Eternity Dial -Demo Ver.-'s itch.io pageComments
Everything in this demo is top notch, very well done and very polished as well. I really liked the usage of the resident evil style safe room music, that's a nice touch. You clearly know what you're doing so there's really not much I can say. Excellent stuff.
Submitted
First Person Adventure RPG prototypeIncredibly cool atmosphere, sound and writing. Would play just for the story, despite its many flaws. I'm a sucker for existential shit.
Installing the damn thing almost made me not want to play it though (not hard just seemed weird and shady to do). Walking and text is slow. The gun controls were very awkward, and unintuitive, got stuck for a minute with the gun out because I could not put it away since the tutorial faded away. Activated sticky keys several times. Stopped playing shortly after getting the gun but really enjoyed the non-gameplay aspects, probably shackled a ton by RPGmaker huh?
Didn't expect to see RPG Maker here. On to the feedback as I play through it!
-Title screen said press space to start, I pressed enter. It started. Wowwwww!
-Can't fast forward text, it's driving me crazy as I read at the speed of light.
-Blue key not auto-using was honestly annoying. I made a blind guess at what it wanted and it worked. Tbh I didn't even know I had a blue key.
-It took like 3 whole minutes to figure out that I was supposed to hold shift to exit gun mode. To be absolutely fair, I was trying it out before the tutorial. The method is pretty awkward though.
-The shooting in general is awkward, but I understand that's just the natural of RPGM.
-The hallway key thing is weird. It says "I'm not sure about this", but I expected that to mean a boss battle would start, not that it'd just instakill me. You put a save point right before it so that's fine, but something doesn't sit right about that with me.
-There's a spot in an early hallway that looks like there's a note on the floor, but you can't read the note. Weird.
-A little bit disappointed there's no easter egg for trying 6969 on the combo lock. Like "Nice, but it didn't work."
-When you re-enter the beginning area, the chains respawn and then fade away. I'd consider this a bug.
-The map doesn't seem to make much sense at the moment. I thought it was for the digits of the combo lock but it doesn't add up.
-Hmm, I'm giving up at the combo puzzle. I found the color code, then I guessed red was 3, blue was 8, and green I didn't know if 0, 1, or 4. It feels like some of these puzzles need some work as I don't really know what I'm doing and I played your game for over a half hour.
-On that note, so far, I don't see the point in the shooting at all, at least not with the normal enemies.
Overall, I think this will be pretty nice. Keep up the good work!
Submitted
Soporo: Wonderland In Ruin Demo
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