Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The writing was amazing, the sound effects and animation were amazing, and it was super funny! This is probably my favorite one I've played so far! Loved the red stapler and hilarious implementation of multi-use. This was super fun!

I got stuck at the beginning trying relentlessly to make spicy water, but went back and tried again and got it. For a bit. Then I got stuck again (need to print something, computer password just said need to look at the computer more, looking at the computer didn't change that)...T.T which is a shame because  I mean this was just great! I would have liked the game to acknowledge that I got what was going on even though it didn't make sense near the end though, like with the printer ink and making me try it, I think at that point it would have been funnier to just have the game say "well, this doesn't make sense since I have the printer ink, but at this point why not?" By that point I was like, oh I know what to do, but it wouldn't let me do it.

Really way to go, 10/10

Thank you so much for the kind feedback!
In case you want to try it again, I've added a walkthrough to the game page that will hopefully get you unstuck.

I'm going to try it again for sure, I want to see all the writing! 

I thought about it a little more and the only design thing I'd say is to maybe let the player experiment a little more off rails. Sometimes it makes sense to block the player from doing one thing before another thing, but sometimes it doesn't (like having to try one item and then use the other so the in game character catches up to the real life player thoughts, it's nice to have them more in sync). It's better to block the ability to get the needed item entirely than say that they're wrong for using the item on the thing when they aren't. For instance, once I figured out the pattern it would have been nice (and I likely wouldn't have gotten stuck) if I would have been able to try something crazy and it just works (maybe have the character be surprised by it working). 

It also has to do with the normal flow for adventure games and what people are expecting, for instance if your game requires trying Item A on Thing 1 and then trying Item B on Thing 1 it can make people stuck if they've already tried Item B on Thing 1 (why would it change). While it may totally make sense in your game, people may just never try Item B again because in most games it wouldn't change the outcome. It feels a little crazy and desperate to try something you've already tried and been told no. Technically your game is more clever than a lot of other adventure games, but because of the context it ends up being confusing.

I'm only giving this much feedback BECAUSE I think it's already great! Also, if you want to delve deeper into giving clear instructions/feedback, I'd highly recommend Don't Shoot The Dog, which is a book from an entirely different domain - animal training and operant conditioning - but I think a lot of the lessons can really apply to game design.