I spent a good amount of time reading the game (can I call it that?), now that I stopped to write the analysis I find myself at a loss for words to describe everything I felt. So I feel like I can sum it up in a single word: Facinating.
Thank you.
It is very difficult to evaluate the project without actually putting it into practice. So I'll limit myself to the impressions I had while reading. It seems very robust and I can see the commitment to bringing an almost living revolt to the role. Furthermore, the art work is impeccable, it really looks professional.
Hey!
I really liked the beginning of the game, the molotov formula applied to the revolutionary. I see the proposal and where you wanted to get to, I believe that the imposed capitalist routine itself has prevented you from developing further. The only thing that I believe would be easier to resolve would be the links at the end, I tried clicking on them but I wasn't redirected anywhere and the titles looked interesting. I'm going to research them from the outside, anyway.
Maybe adding the links in the game description will help us get somewhere.
hasta la victoria sempre!
Hey Mr Kraken. Thank you for the feedback. I hadn't stopped to think, but I believe that SNKRX actually influenced the game idea, I wish I had brought more of the addictive part of SNKRX. Thank you very much for sharing about the difficulty of the controls, the more didactic and intuitive the better, you are right. We are very happy that you liked the idea of hand-holding, it is just a metaphor at the end of the day, but it is the message that moves us!
Thank you very much for the extensive feedback, truly!
We had more ambitious plans for the game, but our routines (and some soft blocks) slowed us down in some aspects.
The idea was to make references not only to the Manifesto but also to some other works, whether by Lenin, Mao, Songun philosophy or Marx and Engels themselves. We even had intentions of translating the game into more languages (we even have the translated texts in Spanish and Portuguese ready, but we weren't able to allocate everything in time).
We even wanted to create faces for the voices, maybe even some cutscenes.
We ended up gamifying the Manifesto because it is a simpler text that ends up talking to everyone who has worked at least once in their lives, without needing much additional reading.
Thank you very much for the game design tips, they make a lot of sense!
Even with all the points, we hope you had fun playing, cause we had a lot of fun creating it and it will be a memory we will cherish for a long time.
Together we will grow, comrade.