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My feedback for Love Sick:

What your game does well:

It's plot is original, and I haven't seen or read something like it before.

The color palette is vibrant and fits the tone of the game's narrative.

What your game doesn't do well:

There were lots of points in the dialog where you wrote action text(ex: smiles slightly, flicks his hair back, etc). May not have been those exact words, but there were two problems with this: 

  1. There wasn't any indicator, like asterisks, to distinguish action text from character lines. Everything blends in together.
  2. The game being a visual novel, one of the advantages of working in the medium is that you can 'show', not 'tell'. 
    1. That is, rather than stating action text, you can illustrate it with a character's gesture, even if it's a subtle sprite change.

The gameplay was a straight line of dialog clicking. At least, the part I played was. There wasn't any variation or choice allowed to me as a the player, which is generally one of the reasons some stories get told as games. Right now, the player is just a bystander while the story unfolds and is being told to them.

Areas of Opportunity:

You have 5 characters, all with actions they take throughout the story. If you want to make this more of a game and not just a novel, I recommend giving the player a role to play. It can be as one of these 5 characters or as a 6th character/entity entirely.

Try to say more with less. If you do, in fact, have a section planned where there will be player choice involved the introduction could be cut down a little. It's really long, and I think we can learn more about the characters and their relationships to one another through gameplay.


I hope this feedback helps!