Very charming writing and presentation. I especially like that you added little notes in the bottom of the screen what you are hovering over during the mystery solving stage. Iirc that was always missing in the Phoenix Wright games, having them here really removes some of that "Am I hovering over what the dev wants me to hover" ambiguity.
Super fun, would love to see more puzzles in that style!
Very cool game, nice work. It's a good take on a detective game, and the one level you had in there worked pretty perfectly. I spent a minute looking around the scene, thought up a solution, and really liked how you had the player explain their solution. I had fun with this, and look forward to seeing it scaled up with more puzzles.
I love the character portraits, UI, and overall presentation.
I don't know if this is the unsolvable part, but I had no idea of how to say what I wanted to say (walked back through the trail while replicating it) through the presented options.
If you're going to present cases through a diorama, it would be nice to have at least one normal in-universe environment between cases. It's a bit soulless to constantly have a layer of abstraction between you and the game world, even if it's an acceptable compromise for a low-budget game.
> If you're going to present cases through a diorama, it would be nice to have at least one normal in-universe environment between cases. It's a bit soulless to constantly have a layer of abstraction between you and the game world, even if it's an acceptable compromise for a low-budget game.
That's nice to hear because it was my original plan as well. I just struggled to set up the lighting in a way that satisfied me, and ended up giving up, but I'll definitely come back to it.
> You have a typo on one of your screenshots.
Hmmm, where? I can't tell. ESL here.
> I don't know if this is the unsolvable part, but I had no idea of how to say what I wanted to say (walked back through the trail while replicating it) through the presented options.
Very useful feedback, thanks. That's like the one thing I want to really avoid. Could you walk me through your process please? So, I assume the question that stumped you was the second one where you have options like 'Because of what the thief used to walk', etc. Did you gave up there? Or did you try clicking on some of those options? Because the first two options let you select something in the diorama, and my intent is for the player to click on the trail (your idea is correct, that's the first part of the solution). Did you reach that part where you can select things in the diorama?
Comments
Adorable demo with great presentation. Would love to play through more of these with a friend next to me. Can't wait for more.
Very charming writing and presentation. I especially like that you added little notes in the bottom of the screen what you are hovering over during the mystery solving stage. Iirc that was always missing in the Phoenix Wright games, having them here really removes some of that "Am I hovering over what the dev wants me to hover" ambiguity.
Super fun, would love to see more puzzles in that style!
I like it, and I can't wait to see more of it. Reminds me of Ace Attorney series.
ty!
Yeh, Phoenix Wright is one of my favorite games, it's a big influence.
Very cool game, nice work. It's a good take on a detective game, and the one level you had in there worked pretty perfectly. I spent a minute looking around the scene, thought up a solution, and really liked how you had the player explain their solution. I had fun with this, and look forward to seeing it scaled up with more puzzles.
Thanks for playing!
I love the character portraits, UI, and overall presentation.
I don't know if this is the unsolvable part, but I had no idea of how to say what I wanted to say (walked back through the trail while replicating it) through the presented options.
If you're going to present cases through a diorama, it would be nice to have at least one normal in-universe environment between cases. It's a bit soulless to constantly have a layer of abstraction between you and the game world, even if it's an acceptable compromise for a low-budget game.
You have a typo on one of your screenshots.
Thanks for trying it!!
> If you're going to present cases through a diorama, it would be nice to have at least one normal in-universe environment between cases. It's a bit soulless to constantly have a layer of abstraction between you and the game world, even if it's an acceptable compromise for a low-budget game.
That's nice to hear because it was my original plan as well. I just struggled to set up the lighting in a way that satisfied me, and ended up giving up, but I'll definitely come back to it.
> You have a typo on one of your screenshots.
Hmmm, where? I can't tell. ESL here.
> I don't know if this is the unsolvable part, but I had no idea of how to say what I wanted to say (walked back through the trail while replicating it) through the presented options.
Very useful feedback, thanks. That's like the one thing I want to really avoid. Could you walk me through your process please? So, I assume the question that stumped you was the second one where you have options like 'Because of what the thief used to walk', etc. Did you gave up there? Or did you try clicking on some of those options? Because the first two options let you select something in the diorama, and my intent is for the player to click on the trail (your idea is correct, that's the first part of the solution). Did you reach that part where you can select things in the diorama?