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Aletheia’s Gun's itch.io pageJudge feedback
Judge feedback is anonymous.
- Right from the beginning this is a well packaged prototype. Immediately accessible and concise control scheme. Hooks you into the story and keeps the player immersed. The art style is well developed and extends the narrative well. Sometimes environment art in point-and-clicks can be hard to track when moving room to room. But each area's art felt connected and not out of place when moving between them. Character art matched the written narrative well and didn't feel out of place or clash in conversations. Aletheia mode visually seems a bit too close at times to reality. Could be just a side effect of how my monitors are calibrated. But more stark indicators could be helpful down the line. Interesting take on theme, I can see it fitting even more and more as the narrative grows new twists and turns as development continues. "Being the Danger" if you will. I really liked the part when showing him recovered evidence he actually destroyed. It was great seeing how well the GDD planning and scope paid off. Great teamwork!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1I--Pcy4zIODPmXPfO7TcVkERmV8tRgJQbnIN7tBSGdk/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
YES
Is your game set to public on itch.io so we can see it?
YES
Summarise your game!
Aletheia’s gun prominently uses a point and click mechanic with one keyboard control to switch realities. Players will be expected to examine the crime scene and talk to witnesses/suspects to collect evidence and clues. The player is challenged to uncover the truth at their own pace by finding paths to get the evidence through switching between reality and “Aletheia” and pointing out contradictions in witness testimonies with correct evidence. Once enough evidence is acquired they must use the evidence to paint the whole picture whilst picking the correct suspect and breaking the suspect's alibi.
Please explain how your game fits the theme:
‘Weapon’ Interpretation - Instead of a traditional gun or sword, the player’s weapon is their mind—specifically, their ability to uncover hidden truths and reconstruct destroyed evidence via the realm Aletheia.
In the context of an investigation this allows certain lines of logic to be followed to completion where in reality they would have otherwise been stopped or unable to be followed if the evidence was tampered or destroyed. Thus allowing the player to uniquely bring justice where otherwise suspects would have gotten away.
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Comments
As a fan of visual novels in this style, I had a good time playing this! The character portraits look super good.
As a side note: when confronting Dennis, if you present the correct item first, then the wrong item second, the game lets you retry, but instead of resuming right before presenting the second item, it expects me to present the first one again, to then attempt presenting the correct second evidence. It's a minor thing, but was a bit cumbersome to have to do the first step again. Regardless, good job on the game! Would love to play an expanded version :)
hey glad you enjoyed and thanks for your feedback! we will definitely work on getting that tweaked
Not typically a fan of visual novels but that was pretty fun! I'm not sure I get much h of the connection with the theme though.
Thanks for the feedback, convened with the team and I think we've managed to improve the game aspects to better fit the theme. Looking forward to your feedback :D
I seem to be playing a human that happens to be named "gun." The other characters seem to be humans named after various gun brands and types. And it feels very, very slow paced. As a visual novel, it seems to be well-implemented, but that's it.