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Very very interesting! It's basically Ultima 7 turned into an adventure game. It has the same huge level of interaction: you can move everything, search everything, etc. I would have made it so you can search inside containers like in Ultima 7, with the drawer (or chest) that appears superimposed, with the objects inside. It would be even better, because you could have objects that cover other objects, and then you have to open the drawer and then move an object to discover some hidden object underneath. This would obviously require you to redo the entire mouse-driven interface, because it requires drag and drop.

And this brings me to the only, huge flaw of this game. Why on earth didn't you make a mouse interface based on drag & drop? All you had to do was like Ultima 7. This keyboard interface is unnecessarily cumbersome, a real pain to play. Anyway, I think I could get over it. If the game is long and the puzzles are good, I would pay A LOT for this game. :) Good luck!

That's great feedback, thanks. The game started out life as a traditional exploratory retro style isometric game, so mouse control was never even considered. The menus evolved over time, but I always had the menu system from the old 8-bit Magic Knight games in mind, I just loved how they worked. They were cumbersome at first, but over time they became intuitive. As I've developed the menus, they've become intuitive for me straight away, but as with many aspects of a game, that leaves me unable to judge how it will feel to a new player. Your feedback has planted a seed.

That said, I'm not sure where I'm taking the project yet, or even if it will turn into a full game. This short demo has taken a lot of time, and as I'm just a hobby game dev, that time is limited so it comes down to whether or not I want to spend the next few years working on it.

Anyway, thanks again, appreciate it.  ;o)

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Great, so I'll try to throw out a few more ideas:

  1. off the top of my head, Ultima 7 also had the ability to stack crates or chairs on top of each other, and then climb on them. This could add even more depth to the game (and again would require redoing everything with mouse drag and drop)

  2. In Ultima 7 the best thing was to move an object and discover a secret object behind it. For example, you moved a chair and saw a lever behind it, which opened a secret wall. How did you know that you had to move that chair among 1000 chairs? Maybe you found a hint somewhere else in the world, even far away, that said there was a secret in that house.

  3. as I said, inside the drawers/chests you saw many objects stacked on top of each other, and you had to move one to reveal (for example) a key underneath it.

  4. the way you set up the game has a lot of potential because, since there is a huge quantity of all objects, you could theoretically have puzzles that are both realistic AND not too easy. Which is very difficult in a normal adventure game where there are few objects and therefore it is easy to brute force.

  5. since I understand that you don't have time to make a complete game, then why don't you just make an engine, an editor, with which you allow someone else who has more time to make a complete game? This editor could also be a commercial project!

  6. you could also experiment with exteriors, not only interiors.

Thanks, interesting ideas. Even making an editor that's fit for release is a huge undertaking, so that doesn't really get around the time constraints issue. It's probably just as much work. I'll continue to mull over the future of this project. :o)