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A jam submission

Interrogator 2View game page

You're tasked with the duty of the interrogator. You're backed up with a partner, Charles. He's an interrogator too.
Submitted by ailmao — 2 days, 23 hours before the deadline
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Interrogator 2's itch.io page

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Submitted (1 edit) (+1)

https://www.twitch.tv/videos/2511506216

https://www.twitch.tv/videos/2511509733

I got some kinda bug where the menus are all in the wrong resolution and basically cannot be navigated.

Windows 10, Radeon 9060 XT. 1440p screen at 144 Hz.

I messed up and didn’t give firewall access initially, but (between the two videos) I went into the settings and gave those permissions to the game. So I don’t think it is the trigger for the problem, unless it was caused on first start and then persisted.

Developer

Thanks for reporting the issue, it's a mistake on my part, I thought UI scaling in Unreal works slightly different than it actually does, will take care of it.

(1 edit) (+1)

Man, this is a very fun one, but probably for all the wrong reasons.

The menu screens as requisition forms are great, it's a really sovlful touch. Same with changing player height. Though I gotta say - 155cm ralphamale is the size of the chair, while 200cm can barely walk through doors and can absolutely NOT see the typewriter. So the sized are a bit weird in terms of scale. 155cm was very optimal in terms of gameplay cuz the typewriter was in the middle of the screen

Employment history is not persistent when you click out of the input box, and the name is cut short in game if it's too long (my name was "Ethan Oliver Ralph").

The first case was solved by itself and I have no idea why (I did manage to trigger the "THIS IS NOT SUPPOSED TO HAPPEN" text from the LLM, so maybe it flagged the case as solved?). The second case was a bit better - though it took me some time to find my partner. 

Unfortunately the limitations are very obvious. It felt like I was constantly banging my head into the walls which I can't really see. Maybe it's my ESL, or maybe it's my goofing off - but the LLM rarely understood what I meant. Also it felt like it wasn't holding the context past a couple of phrases, which didn't really help. Ironically the best course of action for me was telling "Go get him Chuck" to my partner - but at some point he decided to not interrogate the suspect. Also he didn't react to me confessing to murdering the shop lady.

But I do like the Pulazki being the butt of the joke for the whole station, and everything - the menu, the evidence submission forms, the whole "case file" - it's great. It feels like a police comedy game, and I dig it quite a lot.

It's a very fun concept, and I most certainly had my fun with it and got a good laugh from various things from both LLM and from the environment, but as for the proper investigation - I dunno. My goofs were cut short by the LLM not understanding me, and my serious attempts were often also cut short by the LLM missing the context. I feel like you're really cooking with this one, but I also feel like you may be limited by the users PC and what the embedded model can really do.

Also - there's a bug where the 3d scene scales to the resolution set in the game settings, but menu sprites (requisition forms) do not - this made the settings screen unusable on the 4k monitor (the in-game resolution was set to be lower on launch, had to change my monitor resolution for it to work)

Developer(+1)

Thanks for checking it out, I've seen the stream and I'm really glad you tried it out.

The feedback is extremely valuable, I'm planning on adding tutorial before tutorial in order to explain how interrogation mechanics work a little more in-depth. There are some things you had no right to know, for instance Charlie will only progress the case if you talk to the suspect, since timer only triggers if you talk to them. There's a lot of things that have to be explained in much greater capacity, your experience illustrated that very well.

Will keep on working, thanks for everything :)

Submitted (3 edits) (+1)

Got to the end of the demo. I have way too many observations but I will try to summarize them into more condensed points. First off, I'm really happy to see all the ways in which this was improved from the first game. Some changes don't immediately come across as improvements but I expect their purpose will become more clear further in development. A lot of the criticisms come down to personal preference.

The Positives:

- A lot of effort went into this and the huge amount of detail shows that. That can always be appreciated in a game.
- The humour was good, especially the visual gags around the station.
- The presentation is interesting enough to make you want to read the dry technical info on the game. I like that most information is presented as some in-world document or context.

The Negatives:

- The graphics, though high-fidelity, are generic. The game doesn't stand out visually and the characters have an ultra-fidelity uncanny valley look. Motion blur always looks bad in games.
- A lot of the interrogation problems that were present in the previous game carry over. Unlike the last game where I had no problems understanding the objective, in this one it's often that it's not even clear why you're interrogating the specific person and when you have all the needed information to finish the interrogation. Even if you figure out what you should be asking, at times the dialogue system is fighting against you and waiting for a very specific input.
- UI is somewhat disorienting. It's not that there's too much of it, it's that with that amount of UI there needs to be more attention given to organizing it for user experience.

Minor Issues:

- Movement is too floaty.
- Voices desync from captions constantly, making it more disorienting to follow dialogue.
- Interaction is frustrating to lock on to what you want to use.
- Typewriter doesn't take inputs from punctuation and it makes me wonder why.


I don't have an issue with how AI was used, but as a player my first assumption is that if it was used then the game is likely not worth my time. Many potential players might think the same and skip on a game they might enjoy, which is why it would have helped a lot to communicate the effort behind the game if at least the graphics weren't generic. The game still needs a lot of polish, but I'm keeping an eye on it because I have some faith and interest of where you will take it.

Developer(+1)

Always glad to see your feedback, thanks for checking this one out.

Movement, voice desync, and punctuation get on TODO list. The usual issues with dialogue system will get at least few more rounds of polish. I'm glad you pointed out lack of clear interrogation direction, will need to explain it in a better way. As far as graphics go, there's a lot to be done there still.

Thanks for all the feedback, it really does help.