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(+1)

Interesting concept. Took me a while to get it but it has potential. I really like the chill atmosphere and art (the music probably had time to loop more than 10 times over while I was playing but it never annoyed  me, which says a lot).

I feel like the tutorial is a bit too long though. And the game gets difficult way too fast. At least for me^^ I stopped after completing "Case 1  : Red Harrings" by the skin of my teeth with just 1 "time" unit left after 6 or 7 attempts. I don't know if I was unlucky with all those "Red Herring" items or if I just suck...

To be fair, this kind of strategy / puzzle game isn't really my thing to begin with. So I would wait to see what others think before making major changes to difficulty^^

Also, a few minor things :

- The writing speed for the dialog feels too slow (I know you can get the whole text instantly by clicking though). I would multiply it by something like 1.5 or 2.

- You have 2 fullscreen buttons. I think you should keep the one from Unity and remove the one added by itch.io that never works well (it's in the edit game page, the option : "Fullscreen button — Add a button to the bottom right corner of your embed to make it fullscreen").

At least, that's how I handle it for my webGL games :)

- A custom mouse cursor would add a lot to the style of the game I think. Something thematics like a pen or magnifying glass maybe ?


Anyway, great entry overall, good job :)

(+1)

Thanks for playing and for the detailed feedback! ^-^

I received some feedback that the herrings level (I also mispelled the level name, lol) is particularly difficult, I'll try to add more time to make it a little more forgiving. Some following levels are (should be) much easier.

- You have 2 fullscreen buttons. I think you should keep the one from Unity and remove the one added by itch.io that never works well (it's in the edit game page, the option : "Fullscreen button — Add a button to the bottom right corner of your embed to make it fullscreen").

About this... I usually do the same thing, but this time I wanted to force full screen at the start of the game (because the UI is not yet responsive and in windowed mode there are some issues). However, in doing so, I discovered that sometimes a conflict occurs if one presses Unity's default full-screen button D: For now I've left both to fix this, but I understand it's ugly and confusing... Sorry for that ^^"

- A custom mouse cursor would add a lot to the style of the game I think. Something thematics like a pen or magnifying glass maybe ?

That's a great tip! Thank you! :D