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Great idea!

I was really excited for this game when I saw its title, since I thought it would be a fun game idea to be the one behind the HUD and need to set everything that the game usually does for you. I am glad that this game was essentially that!

Games like this benefit from overloading the player with commands and things to do, but I think one of the tricks to getting it to work is by making if feel more stressful and constant than it really is. This reminds me of Keep Talking and Nobody Explodes with its modules.

With that, I think that this game asks a bit too much of the player. Tasks come in at an insane rate once you get to controlling the minimap, and I couldn't get past much further once the emotion panel came around. Which made me sad that I wasn't able to see what was behind the other screens. But, if it was keeping at the same pace as it was with 3, I don't think it is possible to do more than that without absolute perfection.

The best thing of these games is allowing for the player to quickly jump around the different modules and do a task quickly if they've done it many times before. So, things like the health bar slider is just to touchy. As the player I know that the health needs to be set to a number but I am just moving my mouse slowly to make sure its the exact one, which may be something you want, but I think it would benefit to making the health slider 10 notches that can be easily hit consistently at a fast pace.

I think that the commands given shouldn't tell you to do a module that already hasn't been completed. Having them stack up on a single module can make it annoying to keep moving it around, and adds little satisfaction of the "got that one out of the way for now" feeling. You could also instead have each module have its own screen, which shows what it needs to be. This could also help with making the game feel more hectic when there are numbers all over the interface.

Having some sort of "weight" to how difficult or time consuming a module is would also help a lot with the overflow of commands. The minimap module by far took the longest amount of time, but didn't take into account the players skill in the amount of time to complete since you can only move so fast on the minimap. Although, I do like how you can move on the minimap while doing other modules, it creates a cool dynamic of doing multiple things at once. Having modules like these are good though, (ones that are mostly just a time sink), but they should go off more rarely than others. 

Overall, I think this game is a great idea. I would like to see an iteration that slows down the pace of commands a bit, or implements some way that you can't fall behind a ton. I would love to see what else the game can offer with this!

Thank you for such an extensive review, there is indeed a problem with the overall time, unfortunately we noticed this problem after the end of time because everything came out at the last minute. If you're interested, we'll release a balanced version as soon as judging is complete, so you can learn all the mechanics.