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(+1)

Hey there Guroue, I got your game for judging so here are some of my thoughts. I'm a sucker for a detective game, so I was excited when I realized that was the focus for this game. Unfortunately repeated game overs soured my mood, and the rush to finish before the deadline does show in the game. You're already aware of the dialogue troubles with machine translations, so I won't dwell on it but I'd recommend finding an English-speaking editor (perhaps a friend?) to help make sure your meanings are coming across properly.

The missing opening does make following the story a bit more difficult, but even without it I could still piece together what was going on. There seemed to be some issues with the clue events, where I had to stand on them or stand on a tile near them to properly activate them. That could be due to a mistake in the event's priority, so you may want to double-check those. I think it would be good to have a way to mark when there are still clues to find, either a cutscene that plays or a list in the menu, so that the player can be sure that they've found all the clues they need (this is especially important since not finding all the clues leads to a game over).

Those game overs I mentioned before are where the game really suffers. The head detective says to ask him if you have any questions, but no matter what choice you make it leads to a game over. And since this game doesn't have a titlescreen menu where you can load a saved game, that means a game over forces you to start from the beginning. Since I wasn't sure if I found all the clues or not, I would frantically check every single tile to try to avoid that game over screen, which made the game as a whole less enjoyable. If you remove those game overs I think the game would be immensely improved.

Overall, I can tell you ran out of time with this game but the general idea seems interesting. It's great to hear that you'll be continuing to work on this game, good luck with it.

(+1)

Thank you very much for your long comment, you did mention a number of very critical issues. While I can indeed say that adequate time is crucial, this game is really only a half-finished product.

Like you said, the part about the Detective, he is just a judging robot at the moment, and you can only go to the next level once you have collected a certain number of clues in the room. So no matter how you try to talk to him, you'll probably only get a "pass" or a "die". He was designed to help you at the beginning, but that didn't happen, and his introductory speech may have been misleading, for which I apologize.

Regarding the hints, my friend, I have found this to be something that I really overlooked at the beginning of the design process, I was looking at things so much from my perspective as a designer that I forgot that the player might not know where to start when they enter the game. Now, I am completing an instructional level that the player will have the option to enter or not, where I will show the player how to explore the game through NPCs. That way, even if I don't mark the clues, maybe people will know where they will be hidden.

Of course, at the very beginning, this is only a linear narrative, so the presence of judgements might not be a good idea. But I will refine them, when you get different clues combinations, that will point to different answers rather than dying, so maybe this is an idea you will like.

Anyway, thanks again for the reply.