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FYI: I don't know if I got to the end or if the prototype has an error. The last line I got to was " [[The Butterfly told me to come find you."' ->First time being called Alice]] " so if there's anything past that, none of what I say applies to that.

I would describe the protagonist so far as somewhat passive. She's maybe a little jaded (I like the part when she's like yeah, if there's a butterfly man then a moving mirror isn't that far-fetched) but because I only made one choice and the bulk of the dialogue is spoken by NPCs, I don't have a super clear understanding of Alice's character. However, that is kind of in line with the book itself, so it makes sense. If you want her to be more of a predefined character, though, a little bit more dialogue and even a little internal monologue could go a long way.

As to the ending, I have no idea other than the fact that it might be some kind of coma that she's in (hence the head injury)? Perhaps her conflict is that she is tired of her everyday life, and the mirror will be a reminder of who she really is and an invitation to find the joy in the little things?

It's definitely got the surreal vibe of the book with its descriptions of the characters and locations. I do think that the characters could have some more whimsical/differentiated dialogue. I only met two characters, and while the rabbit is very distinctive and interesting, the butterfly feels more like a vehicle for exposition.

I like the direction it's going in and I love the book, so I think you're doing a great job so far! Personally, I would like a little bit less front-loading of exposition. Instead of the butterfly outlining the quest and world, I think a more piecemeal approach to setting up everything would break the long blocks of non-interactivity and add to the surreal flavor that makes the original so good.

After playing through the rest of the game, one general piece of feedback I would give is to insert a few more choices/interactivity even when they wouldn't affect the outcome. For example, when Alice is talking to the rabbit and it says she tries to interrupt him, you should let the player choose something to say to interrupt but the rabbit just continues monologuing. Additionally, having a little more agency would make it more impactful when that agency is taken away, such as when Adelaide is in the sky.

I think Adelaide's character gains more depth as the story goes on, she seems like a somewhat reluctant, somewhat sarcastic protagonist. I still think the ending has to do with identity/its suppression, and I like all the NPCs, they really add to a cool, intriguing mood!