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(+1)

Hey! I have some feedback.

Firstly, good job on the background. It looks suuuuper nice. However, using the darker color as the background color usually makes the game easier to see and play.

The font is sometimes hard to read, especially when there is a "lot" of text. Maybe make it so that the text box becomes bigger so it fits more text? Also, try to make the text flip if it is going to go off-screen.

The player should flip when they walk to the left and the player could be a bit faster. Also, maybe the player could have a wabbly walk animation?

Maybe the people could give you some hints while trying to find clues/the sharp thing?

Kind of confusing how I just randomly got the sharp/key thing.

Sometimes the button to go to somewhere/stay thingy would just not work.

Lastly, You don't need the other fullscreen button on Unity WebGL games.

Very cool entry. Glad the randomizer brought me here. Good job:


(+1)

Thanks for taking the time to give such detailed feedback!

I did try inverting some of the colours to make different bits stand out but unfortunately it gave everything less of the 'colouring  book' vibe that I was going for. I'll definitely try making it less busy, or maybe flip the background as you suggested.

The font is definitely a pain, I was hoping splitting the sentences would make it easier but clearly not! Making a more dynamic dialogue system was originally planned for (resizing speech bubbles and a more dynamic placement of them to begin with) but unfortunately had to cut it in favour of finishing the story completely. Flipping it isn't something I thought of though so I'll add that in next time.

Animations were a bit out of my league for this but I'll continue to work on it and hopefully next time I do my own art I can add it in! I'll also increase the player speed for sure; I guess I got so used to the speed I didn't realise it would feel slow to others haha.

Player feedback is something to work on for this, I struggled a bit because of the two colour limitation and I'm not skilled enough yet to play with it properly. I should have made it clearer what can and can't be clicked on, if I'd had the time I probably would have added reactions to different items to give the player a flavour of what items can do.

Thanks for bringing the button not clicking bug to my attention, it looks like I messed up the layering of different colliders so part of the signpost is being blocked by the door.

The double fullscreen button is a pain but I've noticed on some resolutions it doesn't show properly so I always add both for safety. It's probably a scaling thing so I'll try and figure out a solution to that.

Thanks again for playing, your feedback has been really helpful!