Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I do have an opinion, both good and bad (I mean, I have to. Been loving the art and loving the ideas. It's hard not to have opinions about something I'm enjoying seeing develop and made. Haha!)

The positives I noticed it, while it was frustrating to figure out a bit, it was also intriguing me to see the big wrestler showing expression as you go on. Like I'm already getting to know them without much interactions or dialogue. And I think the key point is that. The way you introduce the character to the point, frustration is gone. I'm going to keep exploring and seeing where this goes until I figure it out. I want to say it in full detail, but if I do, might ruin the experience if others learn about it without playing the game so... I think I rather say that detail in private to avoid anyone coming here getting spoiled.

The bad I have noticed is, people are used to wanting to succeed. And this isn't necessarily a bad thing. It's because they don't want to miss out details if something happens on the first try or any additional information that may be hidden based on record time or attempts among other things. But I honestly think the positives, at least in my opinion, overshadows the bad. This is really interesting and I wouldn't mind more puzzles like this. But there is one more bad thing too. And that would be we have the ability to go back in case we missed details instead of a log. Nothing is stopping from people failing, go back, try another one, and not accept getting something incorrect. And I'm honestly hoping people do not do so because, I kind of like how this was set up. If you get my drift.

Overall, I enjoyed the puzzle very much once I got the hint of what was going on and frustration was just gone. I was having fun with it and Emerson.

(1 edit) (+1)

Thanks for such thought through feedback! Yes, precisely. People are both used to, and expect to/want to succeed in VNs, whether it means making the "right" choices to get the story you want or if it's getting a puzzle right at the first try. I guess they are used to being rewarded when things go flawlessly. I'm like that myself, I want to see what happens when you do everything "optimally". So, how to make people be comfortable and even enjoy not finding the way immediately...? Maybe I could add some sort of hint in advance... I'm glad you found that the interaction with Emerson took away some frustration with the puzzle, hopefully others do too - if they lean into and enjoy letting themselves accept his help rather than figuring it out themselves.