Thanks for playing!
Overall presentation is definitely more geared toward "PCMR type who will twiddle with all the settings" with a dash of "mid-2000s freeware". This is deliberate on my part because I don't know how to do anything else.
I'm kinda surprised you were able to get 144FPS; my games tend to be shoddily coded and I really only target "60FPS on a good computer". Then again, I avoided having big swarms of monsters this time, which is usually what tanks performance on the CPU side.
The narrative turned out a lot better than expected. I've had the broad story beats in mind for a while now, but I wrote the dialogue by the seat of my pants and made some pretty late changes to the specifics of the story.
I wish I could have had more combat sections, but I ran into two issues. One was fitting it into the plot and setting: murdering 50 people will get you arrested, even in Surrey. The other was simply time. I really, really wanted to have a boss battle, but I realized that wasn't realistic in the time I had left and had to cut it. With that being said, I'm glad the combat that was in the game worked well.
I love detailed worlds. It's time-consuming, but even with a rough visual style having all those bits and pieces just makes it feel a lot more real and alive. One of my favourite old games is Duke Nukem 3D, which did this sort of things with its levels and contrasted dramatically with a lot of other games of the era.
The problem is that I really like drawing despite being terrible at it. In all seriousness, I'm well aware that the programmer art style is divisive at best. I personally like it enough that I'm not willing to abandon it, but I am planning to branch out a bit and not do every game in that style.
I'm hoping to get one more game in this series by the end of the year, a Christmas special. After that I have tentative plans for a few more, but who knows if or when they'll happen.