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(+1)

Hey.

First of all, 'Metroidvania Book Game' is a pretty good hook in my opinion. I don't know about the name 'Cosmogonic Overflow' though, although I'm sure you picked it for a very specific reason.

The setting, and the atmosphere is really cool. It's like a weird sci-fy, lovecraftian thingie, and I was pretty immersed the whole way through. I especially got excited by when things got a bit meta. So, the thing were you grab a page and paste it. Or, the elevator page that has holes in it. Or the fact that you can read things across the page. That shit is cool, it ties really well with everything else, and makes me wonder what other things the game will do next.

Hated the combat, couldn't figure it out, reading the instructions pissed me off because I couldn't understand them. I ended up spamming auto-battle.

I was usually confused when backtracking. I found myself clicking on things sort of wishing they would led me to where I wanted to go. I got disoriented pretty quickly. It didn't cause me issues to progress forward, however, I guess.

The other thing is, sometimes I feared forgetting something, and would note it down on a physical paper. I wish there was a way to do that in-game.

A couple of little improvements:

* When you get mind scrambled by the last enemy, it would be nice if you explicitly hinted in bold that the keywords got changed, because I thought it was a bug when my keywords didn't work

* It'd be nice if you didn't have to open the menu to access the 'Password' button, I wish it was just out in the open, since it's such an integral part of traversing through the book

* I didn't notice the 'Paste' button at first when pasting the cut page, and wandered around confused for some time. It'd be nice if it was more visible somehow. I also tried to drag the page into the book, which it would have been nice if it'd worked.

Presentation wise, what you have is pretty good. But I'm going to be overly critical just because your concept is so good. So, first, the drawings and the 3D effect on the book is perfect. The pages themselves feel a bit flat, like it's just a gradient, they remind me more of a webpage, rather than a book page, if that makes sense. In that same vein, the links look literally like web hyperlinks. Again, nitpick, but I feel like that's like slightly off the setting. And finally, the turning page animation is a bit too simple. I also wish that you could see many pages turning when you skip pages. Some VFX to juice it up and make everything more creepy and unsettling would be nice I think, although I don't have anything particular in mind. And lastly, just a thought, but it would be nice if the setting sort of creeped through the page. So, in an area that has fungus, maybe the page gets moldy. That'd be cool. All in all, again, your presentation is cool, and it doesn't deter from the experience, but if you really juice it up it could be something really amazing, I think.

Uhhh... So yeah, I think your execution of the concept is pretty godlike. The demo definitely leaves me with very big expectations.  If you ever release a full version I'd be stocked to play this. Very, very cool bro.

Have a video in case you find it useful:

Thank you very much! The video is very useful of course. I already lost all hope to see someone make it through using the normal route, so it was a great surprise.

The title connects two opposing themes, and it ties 3 different concepts together, so I just had to use it even if it sounds weird. You were almost onto my naming scheme while checking out the "Fault Line" meaning (so the answer is, it was both, kind of). Even though I don't use linguistic puzzles that kind of wordplay is all over the game.

As for the brain scrambler, my trickery kind of worked for a moment even though you were taking notes. I guess it's not a viable idea in the end because it's immersion breaking. It was still very cool to see someone get caught by that (I wish there was a way to erase memory so I can experience it myself). If you were worried about forgetting things that's actually even better, even though it's supposed to be chapter 2's gimmick alone. The next demo should have Journal and Scribble functions implemented for information organizing.

The drag and drop for pasting pages actually makes sense, I will add that. The password accessability is kind of tricky to improve... I guess holding shift key to enter or open might work out?

The navigation is a huge problem, and you are right that I will hit a wall while trying to expand the game. I plan on adding more decorations to help with orientation, so stuff like mold aren't out of the question (I was going for it with the greenish tint on the images, but didn't go all the way with it since it's a 3 week prototype). VFX is a tricky matter, because aside from the sounds I'm very strict about the book format. I have to check how flat can some electric motors go, so until then I'm limited by page turning force and manual operation.

As for the question from the video, my other project is Space Dementia.

I liked your reaction at "Sector-Page", now I'm definetely leaving that in. Thanks for playing, you made my day!

(+1)

> As for the brain scrambler, my trickery kind of worked for a moment even though you were taking notes. I guess it's not a viable idea in the end because it's immersion breaking.

Ohhh, ok, I see what you were going for. Then I wouldn't necesarily give up on the concept of just fucking with the player then without really explaining it to him. Maybe you could fuck with the player in a really direct and obvious way at first just to set the player's expectations.  I think with something like that, when my password didn't work I would've leaned more towards 'oh wait is that shit happening again?' instead of 'is this a bug?'. Maybe.

> The password accessability is kind of tricky to improve... I guess holding shift key to enter or open might work out?

Maybe? Doesn't seem very comfortable though. My key complaint is the fact that an important function of the game is three clicks away: 1. clicking menu arrow, 2. clicking password, 3. clicking on the text bar, and then type the password. It's not the biggest of deals, but I did feel a little bit of resistance every time I had to enter a password.

> As for the question from the video, my other project is Space Dementia.

Ohh shit, you're that one engine dev. You're goated.

> Thanks for playing, you made my day!