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This entry had some great narrative; lots of work clearly went into worldbuilding and plot. Some minor typos, but that's to be expected in a jam—especially with this much text content. 

The other aspect I would mention—which others have noted—was that I felt it was kind of pushing me down a "correct" path, but this too is I think to be expected given the circumstances. That said, occasionally I felt like my character wasn't doing what I intended... and I ended up getting a "game over" scenario without actually realising I'd messed up. Perhaps I'm just a terrible interrogator! But I think it would benefit from branching options within a path; eg. picking "sympathize" but then getting a choice then from, say, 2 dialogue options to say (or to change your mind and go back, if you decide actually neither option is desirable). I get that this is even more branching, but I think it's always good to try and keep a strong bond between what the player is trying to do and what they end up doing.

Anyway, I really liked the art and character designs. Oh and the title screen transformation was awesome :)

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Thank you so much for the feedback! I could definitely see a few problems in some of the systems but as you mentioned the time constraints made it tight to work on fixing and polishing, There are definitely some problems with the pacing and giving the player more signals as to when things are going wrong or right, and there is a need for a more logical evidence system, to give the player tools to connect the dots and be able to resolve the cases! And I definitly would love to expand on the scenarios and add more cases! Thanks again for giving my game a try and I hopefully will be bringing more updates! :3