Nice stuff! I adored the worldbuilding, but like Alekai I want More. More little flavors, more options, more tidbits and bobs... Anything would be lovely.
I found Pan's real motive of being like "yo. follow this chick for a real long time :)" to be a bit vague. I may have glazed over it, but I couldn't really find a true motive for him!
It was short, but short and sweet; I liked how everything relevant was presented, although at the same time I would've liked some more person-on-person true interactions aside from quick resolutions. But for time's sake, I completely understand where you're from!
I love the dynamics between characters here. The idea that you can influence the way everyone else feels about Wendy is interesting! Having decisions be whether you express your own jealousy and suspicion gives an interesting personal layer to this big secret mission. Also, the entire cyberpunk setting thing is an awesome idea. It looks like you might not be finished yet, but I'm definitely itching for a couple more choices that involve the technology of the world you're in!
This was super interesting to play through, and I felt like the setting felt more tangible and concrete with the newly added details. There were a couple big things that stood out to me (and I suspect they will stand out to others as well). The first is that there were some dead ends with no further choices, where the narrative came to a close, but these did not qualify as "Endings" in the game's framework — this is a little bit confusing! It's unclear why this is the case, and what in particular distinguishes these dead ends from official endings. The other big thing was the ending stats that describe your relationship with various characters. Right now, it's unclear what these numbers mean. Presumably higher numbers indicate a more positive relationship? There are some inconsistencies here too — why would you have a relationship score with characters you can pass by entirely in a playthrough? Things like that. But the more important question here is about the signaling of the importance of different story elements. This game seems to be mostly plot- and world-driven, not character-driven, so it's sort of confusing to see character relationship stats listed in the ending! Perhaps there are different stats, more plot-related, that you could incorporate into the ending, or perhaps you could go back and include more character writing to give the existing stats greater significance.
Sorry, this was in another section so I'm moving it here. I wonder if it's worth having the opinion points in the end if they don't really affect the options (choices or situations) available to you.
I like the cyberpunk twist to Neverland and how we're able to interact with the world and the characters! It's nice to see them with an edgy flare to them!
I like the various choices I could make in the game. Since there were choices I could just keep ignoring everybody and go on my way, I chose that way , and it was fun. I think I got stuck in the end where all the three choices made me get captured. So I had to go back a few passages to see if the other choices end up with other options. Other than that, I like the flexibility of choices and it was fun!
This was an awesome twist on the Peter Pan narrative! I didn't think you could turn a kids story into a cyberpunk turf war, but it's awesome nonetheless! The spirits of the characters remained faithful to the original story but were just different enough to have their own unique qualities (like how Pan smiles at EVERYTHING!)
I enjoyed playing as Tink and exploring her dynamics with all of the characters, especially Wendy. To have the player character be jealous of her I thought was interesting, and it made sense once I reached the ending and saw that the game was tracking the supporting characters opinions of me. I'm curious how those stats could be used to further flesh out the story and potential choices made.
On my first playthrough I first chose to go back to the hideout without stalking the stranger, so it was a bit confusing to have her burst in and Tink get furious; perhaps if you go to the hideout first it changes your perception of Wendy since you didn't get enough intel.
Comments
Nice stuff! I adored the worldbuilding, but like Alekai I want More. More little flavors, more options, more tidbits and bobs... Anything would be lovely.
I found Pan's real motive of being like "yo. follow this chick for a real long time :)" to be a bit vague. I may have glazed over it, but I couldn't really find a true motive for him!
It was short, but short and sweet; I liked how everything relevant was presented, although at the same time I would've liked some more person-on-person true interactions aside from quick resolutions. But for time's sake, I completely understand where you're from!
I liked it! Good stuff.
I love the dynamics between characters here. The idea that you can influence the way everyone else feels about Wendy is interesting! Having decisions be whether you express your own jealousy and suspicion gives an interesting personal layer to this big secret mission. Also, the entire cyberpunk setting thing is an awesome idea. It looks like you might not be finished yet, but I'm definitely itching for a couple more choices that involve the technology of the world you're in!
hi dominik!
This was super interesting to play through, and I felt like the setting felt more tangible and concrete with the newly added details. There were a couple big things that stood out to me (and I suspect they will stand out to others as well). The first is that there were some dead ends with no further choices, where the narrative came to a close, but these did not qualify as "Endings" in the game's framework — this is a little bit confusing! It's unclear why this is the case, and what in particular distinguishes these dead ends from official endings. The other big thing was the ending stats that describe your relationship with various characters. Right now, it's unclear what these numbers mean. Presumably higher numbers indicate a more positive relationship? There are some inconsistencies here too — why would you have a relationship score with characters you can pass by entirely in a playthrough? Things like that. But the more important question here is about the signaling of the importance of different story elements. This game seems to be mostly plot- and world-driven, not character-driven, so it's sort of confusing to see character relationship stats listed in the ending! Perhaps there are different stats, more plot-related, that you could incorporate into the ending, or perhaps you could go back and include more character writing to give the existing stats greater significance.
-jess
Sorry, this was in another section so I'm moving it here. I wonder if it's worth having the opinion points in the end if they don't really affect the options (choices or situations) available to you.
I like the cyberpunk twist to Neverland and how we're able to interact with the world and the characters! It's nice to see them with an edgy flare to them!
I like the various choices I could make in the game. Since there were choices I could just keep ignoring everybody and go on my way, I chose that way , and it was fun. I think I got stuck in the end where all the three choices made me get captured. So I had to go back a few passages to see if the other choices end up with other options. Other than that, I like the flexibility of choices and it was fun!
This was an awesome twist on the Peter Pan narrative! I didn't think you could turn a kids story into a cyberpunk turf war, but it's awesome nonetheless! The spirits of the characters remained faithful to the original story but were just different enough to have their own unique qualities (like how Pan smiles at EVERYTHING!)
I enjoyed playing as Tink and exploring her dynamics with all of the characters, especially Wendy. To have the player character be jealous of her I thought was interesting, and it made sense once I reached the ending and saw that the game was tracking the supporting characters opinions of me. I'm curious how those stats could be used to further flesh out the story and potential choices made.
On my first playthrough I first chose to go back to the hideout without stalking the stranger, so it was a bit confusing to have her burst in and Tink get furious; perhaps if you go to the hideout first it changes your perception of Wendy since you didn't get enough intel.