Thank you!
jbeegan
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Neat and simple idea. However it was hard to play due to how zoomed in the camera was and how much it shook around. Very disorienting and made it difficult to track. The slide tackle button also seemed very finicky to use. It felt like 75% of the time I tried to use it, it would not collide with my intended nearby target. But good job, I like the art and music.
Really cool! Loved the audio and visual design of it, you nailed it. I think gameplay wise its too overwhelming. I assume thats partially intentional but its hard to absorb all of the text being thrown at you constantly. It was also very difficult to tell what the results for the different tools would be or why you would use one over the other. Instead I just relied on "green bar on left" or "red bar on left" then guessed from there. Did not really feel like I was making an actual judgement call or interpreting the findings. But still well done. Really cool idea with great audio visual execution.
Interesting idea! I think right now the trust system is a bit on rails since they fight or refuse, at which point you pick another hero. Maybe instead you could make it so you have to set them up in advance, then choose carefully such that you are trusting them not to run when the battle starts? In any case well done.
Interesting game! I think as it stands its too easy to stand in the courtyard and wait. Gives you tons of heads up for any killers coming towards you. Giving some sort of tool to help identify potential killers at the cost of alerting your target might have been a fun addition. Otherwise it seems pretty random if a killer is going to get you while you are killing another target. But neat game regardless, I think the idea is good for sure!
Interesting idea and great presentation! I think its too difficult to discern what should happen if no one in a task is a liar and what should happen if one is a liar. I get why you can't just say "this task requires 10 str" because then it would make it too obvious. But right now it feels like the feedback is almost random. I think the idea might have been stronger if you had taken out all of the stats and instead relied on "pass/fail" for the tasks. Then add some randomness for if a character naturally passes or fails. It would I think at least be more discernible to the player and allow them to make that "kick" decision with a little more understanding. But still, good job, really liked the art and idea.
Love the different themes for the puzzles. Very nice touch. I think having only one person tell the truth makes it far too easy, since anytime someone says "X person is true", or information matches between two of them, you know both are liars. This reminds me heavily of the parlor puzzles from blue prince, and they prevent this by making at least 1 always lie, at least 1 always truth. But still well done and very polished.
Interesting idea! I wish the pace of the game was slowed significantly. Its hard to absorb all the information when it comes at you so fast. I couldnt react in the 2 seconds between when someone betrayed the team and the end of the mission. I also think maybe you could have taken this idea a slightly different direction, having more specifics with what exact actions each role can take then looking to see if everyone is performing their role AND not performing another role which should trigger your suspicion. From what I played I think there are only set events when someone betrays you which require no interpretation. I say all this because I think the core idea here is really good. Nice job!



