I agree that the title menu does not properly portray the game. It ran smoothly for me, the mysteries were simple but creative enough to keep you entertained in this short game. I feel like there could have been better music choices however they were not bad. All in all I enjoyed playing it!
Agreed on the music, though JDB's stuff is always great, it wasn't the greatest fit - just came down to the wire that I was listening to music while my cohort was running bug tests. When she was done I tossed the music in, ran one last test, and uploaded it.
If we were ever to flesh this out more, I'd definitely go with slightly different music choices. But I think they got the point across for the most point, for all the more time we had.
I genuinely enjoyed this! This was a really cool game! I love how you fleshed out the story to more than just the bare minimum, with all of the other asylum characters. Call me an idiot, but I did not expect the ending. It still made sense to me though. The story is really impressive for 72 hours!
I mean, one thing I can say is that controls should be listed on the game instead of the itch.io page, like in a dialogue box at the beginning, but still, this is a great submission!
The title menu looks pretty silly, but otherwise this game is excellent. The only problem I ran into is that I didn't know that talking to the doctor was supposed to be last. It made more sense to me to talk to the staff before trying to talk to the patients or inspect the cell.
I don't know if this is good, bad or neither, but I had a suspicion of what the solution would be immediately after talking to the driver and looking at the garage. Then when the doctor left, it was obvious.
Yeah, originally there was going to be 2 more scenes:
1. An opening scene of The Detective pulling up in the car, but time constraints made it unnecessary effort to make all the graphics required.
2. Another chance at investigating the place between The Detective's first round of questions to the doctor (the questions similar to the driver's) and the ending questions. The final set was supposed to more like a denouement once you went to the doc and were like "I've solved it/I've failed to solve it!"
But, when push came to shove the time didn't permit the extra scripting to make all that work. :(
The driver was fun to write because he really wants no part in the game, literally or figuratively. Once again, though, thanks for the review. :)
Comments
I agree that the title menu does not properly portray the game. It ran smoothly for me, the mysteries were simple but creative enough to keep you entertained in this short game. I feel like there could have been better music choices however they were not bad. All in all I enjoyed playing it!
Agreed on the music, though JDB's stuff is always great, it wasn't the greatest fit - just came down to the wire that I was listening to music while my cohort was running bug tests. When she was done I tossed the music in, ran one last test, and uploaded it.
If we were ever to flesh this out more, I'd definitely go with slightly different music choices. But I think they got the point across for the most point, for all the more time we had.
Thanks for the critique. :)
I genuinely enjoyed this! This was a really cool game! I love how you fleshed out the story to more than just the bare minimum, with all of the other asylum characters. Call me an idiot, but I did not expect the ending. It still made sense to me though. The story is really impressive for 72 hours!
I mean, one thing I can say is that controls should be listed on the game instead of the itch.io page, like in a dialogue box at the beginning, but still, this is a great submission!
Yeah, the funny thing was we intended for a splash screen to give the controls visually before the opening cut scene.
And then we 'went gold', uploaded, and about ten hours after the jam ended we realized..."Forgot to make the splash screens."
Glad you enjoyed it, though. Thanks for the feedback. :)
The title menu looks pretty silly, but otherwise this game is excellent. The only problem I ran into is that I didn't know that talking to the doctor was supposed to be last. It made more sense to me to talk to the staff before trying to talk to the patients or inspect the cell.
I don't know if this is good, bad or neither, but I had a suspicion of what the solution would be immediately after talking to the driver and looking at the garage. Then when the doctor left, it was obvious.
Thanks for the critique! :)
Yeah, originally there was going to be 2 more scenes:
1. An opening scene of The Detective pulling up in the car, but time constraints made it unnecessary effort to make all the graphics required.
2. Another chance at investigating the place between The Detective's first round of questions to the doctor (the questions similar to the driver's) and the ending questions. The final set was supposed to more like a denouement once you went to the doc and were like "I've solved it/I've failed to solve it!"
But, when push came to shove the time didn't permit the extra scripting to make all that work. :(
The driver was fun to write because he really wants no part in the game, literally or figuratively. Once again, though, thanks for the review. :)