Semi-on-the-fly remarks:
- As MoltenCube said, this is super cute.
- Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
- Are there no sounds or is it because of my system? I think it would have helped.
- Ah, a character jokingly mentions it; great! XD
- ‘Maurice’ for the (bunny) girl? Being French myself, I checked if it is male in English too (as I thought), and Wiktionary seems to agree. I may have missed something!
- You know what? The cuteness, non-human animal characters and indications font all remind me of Little Big Adventure. :) (As a coincidence, I sifted through a video on the game some days ago! Good memories.)
- You even including some decorative physics! (Bottles at the start.)
- The dialogue from Chris shows dark humour; why not, but the graphics are so cute and loving that it got me weirded out! You ejected me from my soft dream of gentleness, there. XD
- Subjective 3D view for the sign: great for immersion.
- Ah, I picked up the garbage by chance before speaking to Gam Gam! I already thought about this problem (in point-and-clicks), and came to the conclusion that the best was to only activate some actions once a reason for them has been triggered. Otherwise, you may end up acheving a solution before even knowing there was a problem (missing dialogue in the process)! Restarting the game, because nerdy I cannot stand missing dialogue. X)
- Shelf: ah, you can use the mouse to pick up objects! This was not obvious, I think some indication or just an example would help.
- Small bug: looking at the shelf, you can have several objects superimposed at once by clicking on them.
- Great, moving emotional text! Really a lot of attention to (immersive) detail. :)
- The floating leaves effect gives life to the garden scene, too (as well as having the NPCs wobbling; I noticed this effect for quite some time and used it in some games, good thing to pinpoint elements :)).
- Small bug(?): once you already have the remote control, interacting with the pile of dirt still says you gained the remote control (although this could merely mean you already had it, but I noticed the other elements that give you something change their description once you acquire the corresponding objet).
- (grammar nerd alert) In Pills’s dialogue: adverbial due to is disputed, while purists are satisfied with owing to.
- Small bug: Tofu’s line on identity stick out from the bottom.
- Small possible bug: the egg in the laundry does not get the usual (pink) outline. I noticed it the first time, but thought I could not get it because of that, and then fortunately decided to come back to give it a try!
- I think it would be nice to have some counter with the number of each type of elements we have collected. For example, I am wondering how many eggs I have.
- The attention to detail is really something here: having typed in some letters for the password and going back to perspective view, the letters are still there to be seen!
- Is Battle Warriors 2 a real game? I thought it was one of yours, but apparently, this is a work of fiction? X) (By the way, it would have been funny to be able to play a game inside the game. My big dream project Terminal revolves around this idea, incidentally…)
- The ending shot is poetic and sweet. :)
Takeaway: very loveable mini-adventure reflection game! I especially liked the riddle. (Spoiler: at first, I thought the ‘rock’ clue was a funny way of hinting at zero, because zero rocks go into such a cake. XD) Lots of details, whether graphically, physically, dialogally (wait…). It is classic as an adventure game with a mix of point-and-click and reflection, topped with funny dialogue (although my personal taste would have been to do without the dark humour and pop culture references to keep it absolutely adorable, but this is a matter of preferences).
If I wanted to nitpick, I would say that some lines stay the same even though they should change to be coherent, but as someone that cannot stand to miss any line, that’s an advantage to me. X) (Actually, I missed the end of the description when I found the drawings, so I will have to launch it again after this review for just one other quick glimpse…)
On possible drawbacks: sounds would make it even sweeter if you choose them well, but you are most probably aware of it seeing the (funny) line about the music in the living room. I would also say that game-wise, the game is rather classic than ‘twisty’, and you could argue about whether the game should be more difficult — it may not, this would be perfectly fine for the beginning of an adventure, and seeing how you put more collectible elements and ‘quests’ than necessary to win, you apparently chose to make the game reasonably completable.
It was nice to center the quests and ending on the theme. :)
Thank you for this sweet moment!
PS: what is the meaning of the little auk/penguin Frederick’s presence and line? Plus, he is the only one not moving at all, so I thought he stood out from the rest!