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(1 edit)

Regarding the gameplay and controls:
- Moving forward while strafing (holding down W+A or W+D) makes you go faster than normal
- Strafing sideways while turning the camera has a weird jittering on the camera (very noticeable when you zoom in via right click)
- Would be nice if there was a button to "go back" when you click on a slot that you have filled already without changing it (right know you have to close your notepad and open again)
- The outline of the ledger was confusing at first since until I realized that the slot next to the item should contain the item and the slot next to the person description should contain the person: mostly because if you read a filled out line as a sentence it reads weird (item [item] left by name/descriptor [person]). Maybe something like putting the slot under the descriptor would be clearer.

Regarding the actual content itself at the moment I'd say there are currently four categories of clues:
- The busywork, where you just need to enter the obvious (box of junk is box of junk, Dale Corridge is Dale Corridge)
- The direct connection that's really easy to figure out (toy radio, Mr. Wane)
- The reasonable connection for which you need to look up things (nice tits, bald guy)
- The guesswork where infromation is very limited, contradictory or non-existent (barrels(2), old beardly, blondie, ???)

Maybe I just didn't find all clues, but at the moment there are quite a lot in the last category where I feel like it ends up to just trying to enter possible candidates, except since you only get confirmation once everything is filled that would need quite a number of tries which I admit did not have the patience for. Personally I think category 3 is the best balance between easy and obtuse for detective games, especially if clues can string to each other.

(+1)

Thank you for the detailed comment. The movement is the one thing which I'm not looking to change or fix anytime soon. It's a non-priority for the game's function.

The other two things you brought up - the ease of navigation, and the types of clues are problems coming from the limited scope I set for the prototype.

The fact that some solutions are obvious and some are obtuse is intentional but doesn't really work when they are all put together in one single mystery with 20 whole slots to solve. I think for future mysteries I will increase the number of possible clue trails you can use to reach an answer.

As the demo expands there will be less automatically added case pieces that you only find out through the notebook, and the needed case pieces will all be found "in person". This one puzzle is a mockup I used to effectively showcase how the systems work at this stage.

The case notebook navigation will undergo changes and improvements.