This is really meaningful game play, I feel like the game is deep with a lot of content that I didn't even touched during playtest after I fell at the end of the prototype and see how many more text are there. The way you guide players on to different routes are creative and suitable for the no graphic theme. I wandered in a room with no light at all, and it feels like making mental decisions in the back of my head when I close my eyes. Amazing.
Only concern would be if there might be too many texts that might discourage players to read them all.
SaberMEXO
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Love it, peed my pant without hesitation. The tone of the story is broadly fun and playful and it gives Lupin the characteristic everyone is expecting. There are more than enough fun little details throughout Lupin's escape, and I love them.
I got pretty short endings for the first two times, and I think balancing the amount of content between each different branches would be nice. I see choice based games as text mazes sometimes, and I feel like sometimes having dead ends reveal themselves much later in the story might frustrate players a little bit, but definitely keep them immersed and interactive, rather than having dead ends exposed right away.
Overall, so much fun reading through it!
I can totally feel the agency that I am a part of the author who contributes to the story and help to decide not only which way I want the story to unravel, but also just smaller details about what I want the characters to say. I like this style of approach, where it's less like a text version of point-and-click adventure, but more like a choose-your-own-adventure journey.
The changing of the pace for what kind of choice we are facing is also interesting. I appreciate sometimes we are not only making decisions from the perspective of the protagonist, but also from those of other characters, or the setting of the story in general.
Based on my choice while I was playing, sometimes I ended up with no more than just one single choice. I appreciate that as well because I totally feel the consequences because of my decisions, sometimes when we made a decision and we might put ourselves in situations we can no longer control anymore. It is smart of you to do so.
The overall story between Izanagi & Izanami feels really touching. The relationship between the two and the conversations, the choices you gave to us in this kind of dialogue between two people with romantic interest feel very lifelike and emotionally charged. And I appreciate that sometimes you didn't players more than one options, and I feel like the change of the pace in such fashion definitely gives players a sense of real life, where sometimes you have a choice, but sometimes it seems like you do, but in reality you actually don't.
I appreciate that you are only giving really small chunks of word on each click, which makes the story more friendly to readers. The fact that you have a entire playlist with songs that play in the background based on the progression of the story is awesome. It intensifies the mood so much, and the songs are really dope. There are a lot of elements going on in the story. I was a bit lost with the Spear, the Cave, and the dream.
I really like the tone you of the narrative, feels very appropriate and intriguing for the story you chose to adapt. It's a clear male-dominant society that people would frown upon those who divorce. People have their traditional expectation on male's and female's role in the society.
I like the choices that were given to the players, while I was playing, sometimes I feel immersed and I'm making all these decisions based on how I handle social situations in real life, and all the decisions, the wording feel genuine that I can see real people would say these words in situations like this. However, I feel like they are minor choices that gives the main character different personalities, but I feel less agency in affect the plot of the game. Most of the time I think I was passively reading.
I had an ending that I was left a bit confused there, it said "Seryozha's words echo in his head. If Anna is sneaking in to see Seroyzha, that might come back to haunt him. He knows he needs another opinion on this.". It felt like the story was cut in the middle
Overall, great jobs! I enjoyed reading it and I was totally immersed in the atmosphere and social expectation of the society.
Hi, Sarah. Since I playtested your project lat time, I can tell right away that this feels more horrifying to read compared to the last time, which I think is what you are looking for, so great job on that. The description of the creature, the word choice totally help me to picture a more dark version of the story, the last one feels more like a fairy tale. How the protagonist confuses about if this could be a dream definitely adds up more of the creepy vibe to the story.
In addition, you tell the player what is the goal of the game from the beginning and I appreciate that.Another thing I appreciate is that how you let the text screen progressively grow longer, which feels very comfortable to read.
There aren't a lot choices for players to choose from, which you mentioned is also your goal. I personally feel ok about it and definitely take other people's opinion on this as well.
Sorry I cannot really guess what might be the end, giving the tone of the current story, I would guess Adelaide eventually stay in this dark version wonderland and it's a pretty dark ending as well.
First of, this is very clear to me, the conversation is simple and well delivered in the good way, and I like how there are two different options that kinda just represent the two different attitude when the player speak to Lord Henry. For your question, maybe a third or even fourth choice would be good, but sometimes having a finished, consistent project is way better than just having the ambition of trying to good everything and not executing it well. So I guess it depends on the work load and the vision you had for the project, and it's your call.
The pacing feels a little bit segmented, giving the length and the style of the choices are really similar for different sections, maybe you can vary the pace somewhere between here and there just to give readers some diversity to make them feel more nature reading the story.
Overall great stuff, Todd.
First off, I like the project right away I think. The pacing, the amount of interaction and other stuff feel great for me. I guess the reason could be I am getting a little bit the same vibe as watching the Gatsby movie. The description of the main room and the tone of the language are all really good at this stage.
I feel pretty immersed as the protagonist of the story, a stranger who attend a random party held by some mystery guy, and I am just trying to socialized and finding out who Gatsby is, kinda like what Tobey Maguire would do. Overall I am getting the vibe from both the movie and maybe some classic escape-room-games where I am trying to learn the surroundings throughout the entire game.
To be complete honest, maybe I cannot give any constructive suggestions because I like everything I have been seeing, and I am really looking forward to the ending.