This it great! Unfortunately the gameplay is kind of demanding. I already pulled an all-nighter last weekend, and I don’t want to do so again in such a short amount of time. But I imagine that if you stick with it, this game will feel very satisfying to complete, especially since you’ll have a tangible result to remember your playthrough by! :)
LeahVitan
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This type of game really really needs a thorough explanation of the rules so that the player can reason about what’s going on. Unfortunately this game explains nothing at all, so it’s impossible to understand what’s going on. So fixing the AI’s mistakes is right out.
I like the idea and presentation quite a bit, and the game seems to work well on a technical level, but since a tutorial is absolutely crucial for a game like this, the gameplay suffers pretty significantly.
This game is wild. I don’t know how to feel about it, but if there’s something I can say about it, it’s that it’s absolutely excellent by every metric.
While I could let my own tastes get in the way of giving you a great score the way Pipe-chan gets in the way of Flappy-kun, I won’t. As weird as this game is, it deserves to be among the top 100.
A very nice game! Pretty tricky as well. The art is really cute too (and I love the stained glass window portraits; never thought I’d be seeing Saitama or Reigen in this game).
There are a few things I think could perhaps have been a bit better, though they’re mostly nitpicks:
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The voice acting is too loud (I assume it comes from the hunters, so I feel like it should be much quieter unless you’re floating right on top of them).
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The sound positioning is very off. If you try to locate a poltered object by the sound, it’ll send you in entirely the wrong direction. Being below an object makes it sound like it’s to your right, and being above it makes it sound like it’s to your left. That doesn’t seem intended.
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Often when I thought I’d unpoltered an object just in time, I was still caught, even though the photo they took logically should not have a poltered object in it. The animation of taking the photo should line up with when the game decides you’re caught.
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This one is mostly just me being silly, but at the end of the night, it says you survived, which I am quite certain was not a possibility since before the game even began.
Overall this is a really solid game, though! The production quality is through the roof on this one!
I like this a lot! It’s a shame we don’t get to see what happens in the end. The idea is very promising, and the art is great!
I do want to give some feedback though:
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The scrolling of items in the dialogue selection is very slow. I want to see what option I’ve got selected without having to wait multiple seconds.
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There’s a bug where, if someone spawns by you when you progress time, dialogue with them will cut off dialogue with Holmes. (There are some other bugs as well which you seem to be aware of already, but this one is pretty random to run into, so I thought I’d mention it in case you hadn’t discovered it yet)
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Holmes obviously doesn’t like it if you tell him who died without being told the name of the victim first, but he doesn’t bat an eye if you tell him that someone was killed without being told that the crime was a murder, which feels a bit counterintuitive.
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If you don’t talk to Padison and then kill Hisston, she still calls you Mr. Secret and believes that you killed Hisston, which is odd since she didn’t suggest it to you in the first place if you avoided her. So it would be nice if it was clearer that avoiding someone doesn’t affect the story.
I’d love to play a more fleshed out version of this! It’s a shame it wasn’t properly finished in time for the jam, but you should definitely continue working on it!
Unfortunately the controls don’t work. Only Q to interact actually seems to do anything. I liked what I was able to access, though. The art is cute, and the idea has a lot of potential. It seems like it’s supposed to have adventure game mechanics, which is also nice. It’s a shame I wasn’t able to get that far.
The art is really cute! I wish there was a bit more to do in the game, though. But what’s there is good.
One thing I don’t like is that the game opens your browser to play sound effects. The sound effects should be included in the game itself. I understand that it may be meant as a bit of a gag, but the game is nevertheless overstepping its bounds there. Part of the usual expectations when playing a game is that the game doesn’t mess with your computer, and breaking that contract just for comedic effect is somewhat upsetting.
(As a side note, it doesn’t even work in my case because I use Firefox which blocks autoplay by default. So you’re relying on browser configuration for this feature to work in the first place, which means that it’ll break where people’s browsers are not configured the way you want them to be. This is another reason to keep SFX inside the game.)
The art is cute, but it doesn’t seem like there’s anything to do. For some reason it only ran at like 10fps, which is impressive because there’s seemingly nothing happening in the game and I have a high-end PC that’s only about a month old. So I strongly recommend learning how to write code that’s better optimised.
Very cute! Though for some reason heroes occasionally walk right off the map instead of to their destination.
I like the idea of having to send a hero with the right traits to solve a quest, but it seems like I don’t really have enough heroes to be able to really take that into consideration. I often just have to ignore quests because my heroes can’t do them. And since failed quests seem to trigger other events in turn, things tend to collapse pretty fast.
An interesting game, though the mechanics are inconsistent.
For example, if you change the clock, it changes time with it (or at least changes multiple clocks). That doesn’t make much sense, since the whole point is that you only affect the object you click on.
Logically, if you speed up only the clock, Tim wouldn’t be late, since if the clock runs fast, he only thinks he is late. And if you slow it down, Tim would be late because he wouldn’t realise that far more than 10 minutes have passed. But the game treats it like it’s the opposite.
So while the idea is good, the puzzles could be improved.
The interactions that Curve has with the other spell components are broken at the moment, yes. I plan on fixing it and adding more interactions that I had to cut due to time constraints. The other spell components I was able to finish unfortunately don’t have much synergy with Curve. So right now the only thing you can effectively combine it with is Radial Split.