Thanks for the game!
I was so frustrating no to be able to access the other part of the maze! Yet another great project fell victim to procrastination...
Very nice floor and wall patterns! the screen is very densely filled with tiles, but it never feels cramped or too busy. And I admire your restraint in use of color: it would have been so easy to overuse the colors hack and make the game look too motley, but you've avoided it.
The level design and puzzles are of the highest quality! Maze mechanics are well introduced and strike balance between simplicity and complicacy. It's a pity there's only so little of the maze you can explore! The checkpoint system is neat too, although on my first playthrough I've headed immediately into the warp room and didn't know what combination to use to get out of it. So maybe 911 hint should be included inside the room too.
Thanks for the game!
A nice story with an interesting twist! I liked the colors: playful pink and dim black contrasted with each other to create this sort of sad but hopeful feeling. I also liked the transition from mundane blockish smartphone interphase to more unhinged and free dreamlike space.
Reading all the messages was interesting. In just a few unobtrusive lines you've made the protagonist a believable person. That's good writing!
Thank you for the game!
I love the concept and the execution too. It has this bittersweet feeling, playful, but also almost tragic. And the music really works well to establish this intricate feeling. Great job!
Thanks for the game!
I liked the soft colors, but they felt a bit out of place in this tragic almost noir story. Maybe more dark colors with sharper contrasts would have fit better? Also, using different palettes for different rooms would have add nice variety. The design for some of the characters was nice, though! I liked bouncer models with their thin waists and large chests and shoulders. As for the environments, I was a bit confused as to where (and when) exactly the story happens, as there were no additional details to better establish the game world. The bloodstain on the floor looked striking though!
I've managed to find 2 different endings, that both have the main character killed. I've spent some trying to find another one, cause I didn't want the story to end on a sour note, but I guess this is a tragedy, after all.
The music I felt was ok, it helped me get into the scene and fit the overall emotion of the game.
I think dialogs are good. It was neat to talk to different people at the bar and get their reactions. They didn't make sense all the time, but I liked the Metropolis reference! If only this quote was actually connected somehow to the main story... Which was confusing. Although I think I've gotten the main plot, there was so little information about the main character or the deed he is redeeming, so it was hard to really sympathize with him.
Overall I think the game has a good presentation, and has potentially an interesting story at its core, but is somewhat janky on the narrative side.
Thanks for the game!
The image of the building was confusing at the beginning, but then it struck me that it's a view in perspective! Very impressive, helps to sell the height of the building. With that said though, windows design doesn't really fit this view: they should have diagonal edges too, just as the walls. The color palette fits well with the street, but I feel like more palettes could have been used to better differentiate the interior of the building, especially if it's implied that it is on fire. Also, I think that it would have been nice to have more animations: of the policeman, of the fire, maybe some street details - to make this place look more convincing.
The game almost made me think that it's unbeatable, but then I've remembered my goal and started looking for the suvivor. It was hard, but I've managed to find them. I don't know if I liked this puzzle: on the one hand, it reflected that rescuing people can be hard, but on the other game made very little to suggest that the person will be hard to find and it seemed somewhat unrealistic. Maybe, adding more text descriptions to the objects in the office could hint at where should I be looking. Also, from the inside, the building turned out to be just two stores high and not as impressive as it looked from the outside.
Overall, the story is simple, but well put together and engaging. The game is small but focused and has some interesting ideas in it. I think it would benefit from more visual variety.
Thank you for the game!
Great use of palette swaps to indicate transition from a dream to reality. The colors are very interesting too: brown and purple is an unusual combination and looks, unlike any school I've been to. It creates a sense of strangeness. Character design is funny! I think it was interesting how her shape was mirrored by some of the backgrounds as if to highlight that it all was happening in her head.
The gameplay was surprisingly varied for the Bitsy game. Switch to 3D looked especially impressive, although it was unclear that I had to press enter to be able to move in it.
Writing helped build up the anxiety very effectively! I immediately recognized this kind of dream by the kinds of thoughts you might have in your head during it.
Overall the experience was jarring, but I feel like this was the intention of the game: to create a strange atmosphere of a nonsensical nightmare.