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Here are my thoughts about your game.

First of all, what I liked most in that game was the overall feeling of it, which had a lot to do with the simple graphics that reminded me of several older systems without actually pinpointing any precisely. It reminded me of early mobile phone games when colors were just shades of black, Of Old handheld devices like Gameboy + color, of NES, of 8-bit alternative computers to C64 and that generation before. Hence the connection was very warm and welcome.

The type of game increased this feeling, especially towards the Gameboy/NES. Actually one of the first things that came to my mind playing that game was Zelda games from Gameboy color or SNES zelda 3 lookalike zeldas.

I also basically liked the game idea that it was small puzzler, you try to give characters items that they want, and i felt that was fun, from which we also come to one bad point. For while I liked the graphics style even very much, they however werent drawn clear enough. I figured the painter was wanting something like colors or canvas or something like that, but even when i had it, what ever it was, I still didnt realise i had it, but in practice when i got some item, i would just go to painter to see if that is the item he was after, hence ruining the fun of finding and figuring out that, hey, this is exactly the thing the painter was looking for.

From all those items, only two items i was able to figure out what they were, both which i actually figured out who was after them, although I am not sure i figured the other item out right. For it looked to me like that one item was a heart, and hence thinking Wizard of Oz, i thought maybe robot needs that one, so i took it to him and it worked, but i still dont really know if that was heart or not.

Another slight problem was with the item picking. It was bit unclear that you were able to carry only one item at a time, and i kept looking for that dogs item for a while, not because i didnt find it, but because when i had first time found it and thought it was an item, it didnt pick it up, as i already was carrying an item, hence i thought it was just background graphics, not an item, until i accidentally noticed that i failed at beginning another item i already knew was an item (picking for second time) and realised why it was so.

One annoyance in the game was the clock going down continuously and not taking breaks while talking to some people. Especially when i went to talk with the painter the first time, there was still plenty of time left, i think i went quite directly towards him even, and then when the painter was in last sentence, time ran out and i got back to beginning, being not sure if the painter actually had finished hes talking or not even.

Also it was confusing that when i had delivered all the items, nothing happened. Game didnt end or anything, just continued going on. That felt quite unsatisfactory.

But i guess this is mainly because of your MVP approach, which is somewhat interesting approach by the way, and after you had mentioned it in one of your posts, i had that same idea in my mind for my own game too, although in bit different sense. I wasnt aiming at minimum viable product, but minimum satisfactory in certain areas, it was actually quite helpful way to think about it.

Anyway, despite its shortcomings, generally speaking I did like your game., and indeed it was quite much MVP in positive sense, that indeed, it was good enough to be shown and submitted, although the title screen was much above MVP, which i liked very much by the way, that reminded me of Nintendo handhelds better title screens that have been similar than yours. Title screens which had some background scenery with some movement. And yours looked real good, that only slight problem was the text going too far right at bottom, but other than that, that was basically graphic style taken into consideration, commercial level title screen.

Game was also suitably short. Had it been long, it might have been very boring since there werent much content, but this short a game, theres quite good amount of stuff to do. It was very suitably designed in that sense I would say. It is bit like jokes. If joke is long, it better be good, but  short joke can be of less quality and still pass.

Christian message part was okay. What I liked about it was that you were quite much implementing it to the game mechanics. It is always interesting to see what people come up with when they implement passages to game mechanics. In my opinion that is much more difficult than putting it to story, because how do you get the message out through mechanics, much harder.

Overall, good job and well worth submitting despite its MVP stage.