Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I really liked the visual style and the level designs, and the shoot mechanic was nice. I disliked (a lot) that the text is modal - i.e. it blocks gameplay - but pretends to be non-modal. So - very often - you walk up to something, interact with it, nothing happens, so you walk away. And then ten seconds LATER the dialog finishes playing and now the item is 'magically' usable -- but there's no reason to go back to the ittem because as a player you already 'known' it doesn't do anything.

This is a problem even without the slow walking speed (Which makes it worse every time you have to walk back to something that was invisibly disabled by the dialog).

If you're going to have gameplay-disabling dialog, it should really cover the center of the screen and stop the player from doing other things :)

(I only stopped playing because of the slow walking speed -- take one wrong turn, and it punshies you badly. I was shooting at an enemy forever and nothing happened. No indication if I was damaging it or not - I suspected I needed a different waepon, but the thought of walking slowly all the way around the level in case I found another weapon -- or to re-interact with every object - was too much)

Thanks for the honest review. I missed a lot of important and basic details like better dialogues(handling), hitbox effects etc.. Noted for the next game.

So - very often - you walk up to something, interact with it, nothing happens, so you walk away. And then ten seconds LATER the dialog finishes playing and now the item is ‘magically’ usable – but there’s no reason to go back to the ittem because as a player you already ‘known’ it doesn’t do anything.

I actually can’t think of any situation like this. Few chests and some areas have a dialogue trigger before them, and they trigger immediately. It blocks all inputs other then movement. Do you mean something else?

very first room I failed. Because none of the switches work. Unless you sit there and do nothing and wait for all the dialogue. Only then do the switches start working - but there is zero visual indication that the switches were broken before, and are now fixed.

I got it, that’s actually the “first room entry” dialogue playing, nothing is broken but the controls are blocked until the dialogue. You can advance the dialogue using “Space” or “Enter”, and skip it entirely using “Escape” keys.

I think dialogue controls must be told clearly, but I thought they might be obvious

happens in all the levels, all the rooms, every time there's dialog