Wow. Just wow. I didn't really expect a review for this old demo, let alone such an elaborate, awesome and touching review! I'm perfectly aware of the issues with the combat system (as well as all the other issues in the demo, which there are plenty) in its current state and will, ofcourse, fix it in the new installment . I'm glad that you were able to feel what the game is trying to convey in that small demo – it's very reassuring, bc English isn't my first language and seeing that my message crosses the language barrier well is great! It's almost a shame that you had to write such a long and heartfelt comment for a demo which isn't supposed to be seen by anyone at this point (bc of its quality relative to the new installment and the final product), and I guess you at least deserve a reassuarnce of the fact, that the development process is still going strong, and that a Steam page with a new (bigger and improved) demo must be up by the end of 2025! The conclusion of your comment is especially heartwarming and it makes me look forward to the release of my game even more. Thank you, really!
VBI_games
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Неплохо-неплохо) Мб, над дизайном монстра стоит как-то поработать, а то выскакивающее на экранах изображение ну совсем не страшное. Интересно ещё, что это за фанарик такой, который такие большие батарейки жрёт с подобной скоростью) Но проект интригующий, выделяющийся в общей массе - я даже посоветовал бы его к прохождению уже на данном этапе. В общем, допиливай - посмотрим с удовольствием на релизную версию)
Hey, that's neat:) I'd suggest that, maybe, you should change the footsteps sound, add some ambient noises (wind and distant city sounds, when entering the tower and various creepy sounds in the tower itself like metal creaking and something crawling up and down the walls, for example) and add something chasing the player down those platforms, when the light is turned off. Other than that, It's a cool little game, I enjoyed it:)
Here's the loadout that granted me a successful run. Nvm the smiling mini-shield. Basically the things that carried the run were the brick structures, the gemstone heart, the tilted sword, the whetstone and the windmill. These, I guess, were obtained due to some good RNG, which was (again, i guess) positively affected by a lucky ring and a few luck-increasing consumables.
Holy...
That took me, like, what, a hundred attempts?.. Before I saw your comment and won the game after LITERALLY the first try of this strat. It appears to be so effective, that I didn't even need to collect the ''Haste'' and "Two extra ammo'' powerups.
Thanks A LOT, man!! I don't know, how many more tries it would've taken me, if I would not have seen your comment!
Thank you for the hint :) It's a shame, that nobody did a video analysis on both the ''No Delivery'' and ''Sorry, We're Open'', though. Not that I'm too lazy to analyze them myself, It's just that both of the games are deep enough too dive deep into the explanation of their overall story and meaning.
In my opinion, both the ''No Delivery'' and ''Sorry, We're Open'' are a perfect example of games which depict the mix of living an everyday working life and being stuck in a limbo/hell of sorts. For some reason, I find this type of horror games especially fascinating, and your games, I think, set an example of doing ''mundane job, but in hell'' type of plot right.
It basically worked as a cheat-code, which made the game lose it's thrill completely :( But, still, thanks, 'cause you probably saved me personally at least two hours of grappling with game's RNG.
My initial strat was to obtain the froggy helm, collect all the items, which buff the dodge chance, then max out the dodge chance through level ups, and all of that, in turn (in theory) would've given the character an ability to dodge the bullet with 105% chance.
I am sorry, but the level design of this game is just awful. It's so bad, that all the charm and the vibe the game gives off initially is just getting absolutely DESTROYED by the this oatmeal of pixels, which A)gets the character stuck CONSTANTLY (and I mean, to the point, where you have to restart the game sometimes), B) Makes you pray that you won't get teleported to a random location and get stuck in the mush of pixels again C)Confuses and frustrates you to the point, where you just want the level to end.
Essentially, the gameplay is running inside unnecessary-confusing, messy mazes, while trying to avoid frustrating, annoying and unfair enemies. Finishing those 6 scenarios of this game was truly grueling and for all the wrong reasons.
I'm sorry, if that sounds harsh, I just got really frustrated bc of how many attempts your game required to beat it because of it's level design. The overall atmosphere and the premise still rock. Improvments in level design, gameplay, variety of sound design, background music and (optionally) artstyle will only make wonders for your future projects. I wouldn't have cared to write such a detailed review, if your game was bad. It's actually pretty decent and unique, but the level design ruins it, imo.
I was very pleasantly surprised to know, that the game is set in 1984-ish setting, bc games which are set in a dystpian universe AND include masked soldiers, spewing distorted radio chatter... well these games are my personal soft spot.
I really liked the gameplay improvements in this part, and am looking forward for more adventures of this charesmatic and brave enforser.
Please, release more!
Thank you again for taking your time to look at my game on stream and even editing it into a whole separate video!
I am really glad, that you were able to appreciate The Mute's quality, because I really took my time to make a game stand out.
I'm gradually continuing to work on a bigger demo now, while editing some stuff in the division 0.5
It's also very cool, that you became fond of concrete structures! 'Cause I myself find almost all of the examples of brutalist architecture truly breathtaking.
There's gonna be A LOT of concrete buildings in the bigger demo and a full release.