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Feels like there an option for 1920x1080. Walking around should have diagonal movement. Collision doesn't have the correctional sliding that's common to games in this perspective (does Gamemaker not come with this physics feature?). I don't like the sound effects for examining things. I get it's trying to be quirky, but there should really be more context when you start the game (e.g., who are you?). Having so many identical/pointless environmental descriptions is a waste of the player's time. If you examine something, it should be worthwhile. There should be a run button. I don't like using asterisks to describe actions. Saying words should use quotation marks, while descriptions of actions should be plain text. The rock puzzle was not good, as there were no hints nor reason to think examining the rocks later would be different than earlier. 


The overall idea behind this isn't bad, but the execution is unimpressive. The artstyle generally works, but these types of character-focused games benefit from detailed/expressive character art. See: Omori. None of your characters have facial expressions. The writing relies too much on the player being familiar with this genre, making characters behave more like aliens than people. Compare the writing to something like Your Turn to Die. Despite the premise sounding interesting on the surface, it has no hook in practice. Being lost in the mountains was done interestingly in Remember11. From the little that is present here, you don't seem to be a very good writer. My favorite part was actually the character portraits, despite them being unexpressive.

One day you will find happiness Max, and then your input will be friendlier. 

>Feels like there an option for 1920x1080
Yes
>Walking around should have diagonal movement. Collision doesn't have the correctional sliding that's common to games in this perspective (does Gamemaker not come with this physics feature?).
https://streamable.com/fugkxy  fixed, I was going for OG RPG Maker movement but my level design was not adapted.
>I don't like the sound effects for examining things. 
https://streamable.com/0s80vb this "click" or the dialog beep beep boop? either way I don't know how to do sound effects and I need to learn them one day, but I'm happy with the current state of the dialog noises.
>I get it's trying to be quirky, but there should really be more context when you start the game (e.g., who are you?).
Boring in my opinion.
>Having so many identical/pointless environmental descriptions is a waste of the player's time. If you examine something, it should be worthwhile.
I 100% agree with you on that and some changes are needed.
>There should be a run button.
Yes, though not my priority
>I don't like using asterisks to describe actions. Saying words should use quotation marks, while descriptions of actions should be plain text.
Fair.
>The rock puzzle was not good, as there were no hints nor reason to think examining the rocks later would be different than earlier. 
 I agree. Do you think a shine on the rock once you need to inspect it is enough?
>The overall idea behind this isn't bad, but the execution is unimpressive. The artstyle generally works, but these types of character-focused games benefit from detailed/expressive character art. See: Omori. None of your characters have facial expressions. 
I'll thrive to deliver on that part because this point is way more important than anything you mention earlier. I started by getting all the character drawn before doing the expression lol, I won't let you down.
>The writing relies too much on the player being familiar with this genre, making characters behave more like aliens than people. Compare the writing to something like Your Turn to Die. Despite the premise sounding interesting on the surface, it has no hook in practice
I'm planning on implementing some real detective game tech and systems apart from the dialog options to provide burden of proof of some kind. I tried to write dialogs in a more down to earth exposition way "How did we ended up here? Are we recorded? I don't know we need to explore. Maybe it's a Mr Beast video or something." but it was quite boring, so I want the sane characters talking like real people a bit later in the game and not right at the start. I can try to add a little intro sequence like the your turn to die intro talking about majority vote to introduce the thematic of my game but I'll do that later
>Being lost in the mountains was done interestingly in Remember11
I don't know this game, I'll look into it.
>From the little that is present here, you don't seem to be a very good writer.
I'm learning while I'm making the game, it's fun :^)
>My favorite part was actually the character portraits, despite them being unexpressive.
Sheers!

thank you so much for the review broski