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I... got frustrated with this game. I loved the interrogation and testimonies, but the bullet hells really got to me, especially with bombs going off automatically when I don't need them, which meant I never had them when I DID need them. I also could not get the safe to open correctly despite following every clue and needing to use google to look up most of the answers felt awkward to me. If there was a way to find the answers in-game, that would feel more cohesive (I felt like the library would've been perfect for this). I loved the writing and I want to beat the game. I might even come back after a little bit. Overall, I like what you were going for, but I feel like you were trying to cram two games at once, and it didn't always mesh together. I felt like the bullet hell could be optional and it wouldn't have changed the story much. 

With that being said, I do understand what you meant about it being a fan game. I actually think you did a good job with what I've seen, and I love how you reversed the idea of the solving the crime, not by finding the murder weapon, but by eliminating every murder weapon until only one remains. Very good take on it.

I'm so sorry about your experience with the game ;-; The bombs automatically goes off when you are hit by a bullet so it replaces all your bombs before costing the actual life. I'd recommend using the bombs(u can literally spam it on the 1st life and then suicide to clear all current bullet on screen XD) since the bombs refill when you die.


As for the puzzle thing. I won't lie I should have listened to some of the feedback from my friends >.> (during the production) I did heed their advice for the horoscope part, but not the hachiko part because.... ;-; because I figured key's puzzle was optional and I wanted people to know about the loyal doggo. So I do apologize for forcing player to google it (and the hint wasn't good enough)  That library suggestion is good, I'm so sad I didn't thought about it!


Also thanks for the feedback on the bullet hell! I'll maybe make it optional  adjust it/buff the player more after the post jam update, or maybe nerfs some of the stages. I am surprised the main game(reverse murder mystery) was so well received than the bullet hell that it felt like the bullet hell dragged it down XD Anyway, I do hope you give it another chance(or maybe after the post jam update) and have fun with it :3

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Don't be sorry. I've seen other bullet hells that do the same thing, so you're not necessarily doing anything wrong. It's just something I personally never like in any game like that, because I try to conserve bombs and special attacks for when things really get haywire. I learned about the suicide trick after a few tries; I normally only died because I'd crash into a straggler out of nowhere (I think they're the ones that hone in on you). But I did figure it out and used it in the later stages. That one's a good concept to keep. 

The thing to remember about puzzles is that the ones that do best are the ones that you can figure out in-game. Remember that a player is already working on figuring out your game. If they need to take a break and leave the game to go find information about a puzzle, that could make it more tedious for them. I do understand wanting to add fun lore in, and it's not a bad thing to do. But IF you do, the better part of valor is to find a way that the players learn that information naturally. It'll make the optional things more fun to try and it won't feel so jarring for the player. Hints are a good way to do it, but if you want to be sneaky, subtlety is the best! It's fun to think of ways to sneak in information that makes the player go "...WAIT A MINUTE! I saw this! I have to go back and read it!"

I think the reason it was so well-received is because it was a concept no one else went with. I don't think any of us thought about looking at it that way. That's the fun of these jams. You come across a bunch of different ideas that help you see new ways of looking at a specific genre.