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nyx

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A member registered Apr 09, 2026 · View creator page →

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cute, simple game. not much to say about it other than its remembrance mechanic, which is very interesting. i was able to keep it alive the entire time. to improve as a game overall, id raise the stakes for gameplay and vary interactions overall. good job :)

cute art, aesthetic, and mechanics! everything worked fine. i especially like the amount of detail the minigame assets have to them. from one artist to another, one place where i think this could be improved is with backgrounds. the minigame assets and sprites all have an appropriate amount of detail, but the bgs feel too flat? id recommend finding a balance between sprite/bg readability while also increasing its polish to fit everything else :)

Such a cute game, I love how simplistic and clean the layouts are! Having a primarily white backdrop with white characters really makes the red pop LOL. Was fun just running around and killing stuff. Would love to see interesting new mechanics in the future and I'm excited to see where this goes :)

im not very educated on the city-building type of games, so i wasnt sure what to expect going into this. i love point and click games, so that alone was great for the UI-side of things.

criticisms:

immediately looking at the main menu, it leaves a lot of empty space for seemingly no reason. id recommend expanding items to fill those voids, or overall rearrange the menu for a cleaner look. if it were me, id try centering the logo + start game + sound option buttons, but id add a global options button so that you do not need awkwardly floating text regarding gameplay options to the side. id also condense the web browser text into an individual line.

now, onto the gameplay itself. i began with the tutorials.

the basic tutorial was relatively straightforward. it was during the rally tutorial where things began to feel clunkier to me. the game has assets in a lineless, clean, vector style, while other assets seem to be 2d lined art. if possible, i would unite these styles more to make it feel less confusing and more direct on the art-direction side of things. for controls, i personally didnt like how everything needed a "double click to confirm", as it already took enough clicks to get to a location and open the menu already. that aspect felt redundant to me. 

i also found myself confused on what was what and what my objective even was, so id clarify that and add some more explanations as well. this is a personal nitpick, but i found the energy system to be tedious. id walk around the map trying to find my objective, but once i got there, id be out of energy and would have to go back to rest. perhaps energy scaling with the players current level/advancement into the game could help this?

what i liked:

i enjoyed the bus/the transport options a lot! i found myself using them quite a bit. i also focused on building and rallying first before anything else. i enjoy looking for a deeper story within games, so even if this one was more focused on actual mechanics and lore, i liked what i derived from it. i interpreted it as the player is an activist in some form, fighting against bigrealty from taking over the local area with their mega-business. by utilizing protests, rallies, and community/neighborhood support, the game seems to encourage the player to fight and stand up for what they believe in against late-stage capitalism, and i appreciate that.

the overworld is colorful and wonderfully contrasted, i could tell what was a building vs a road, where i could walk, what i needed to grab, etc. the basic tutorial was also very solid and helped me progressively learn about the city-building aspects. i also liked the stat-managing side of things, where the player has to logically come up with a strategy to rally and take over the bigrealty lots. 

overall, i know this is an alpha build, but i can see this developing into an even better game over time. im excited to see how development, graphics, and game mechanics continue to grow. i wish you the best!

im not very educated on the city-building type of games, so i wasnt sure what to expect going into this. i love point and click games, so that alone was great for the UI-side of things.

criticisms:

immediately looking at the main menu, it leaves a lot of empty space for seemingly no reason. id recommend expanding items to fill those voids, or overall rearrange the menu for a cleaner look. if it were me, id try centering the logo + start game + sound option buttons, but id add a global options button so that you do not need awkwardly floating text regarding gameplay options to the side. id also condense the web browser text into an individual line.

now, onto the gameplay itself. i began with the tutorials.

the basic tutorial was relatively straightforward. it was during the rally tutorial where things began to feel clunkier to me. the game has assets in a lineless, clean, vector style, while other assets seem to be 2d lined art. if possible, i would unite these styles more to make it feel less confusing and more direct on the art-direction side of things. for controls, i personally didnt like how everything needed a "double click to confirm", as it already took enough clicks to get to a location and open the menu already. that aspect felt redundant to me. 

i also found myself confused on what was what and what my objective even was, so id clarify that and add some more explanations as well. this is a personal nitpick, but i found the energy system to be tedious. id walk around the map trying to find my objective, but once i got there, id be out of energy and would have to go back to rest. perhaps energy scaling with the players current level/advancement into the game could help this?

what i liked:

i enjoyed the bus/the transport options a lot! i found myself using them quite a bit. i also focused on building and rallying first before anything else. i enjoy looking for a deeper story within games, so even if this one was more focused on actual mechanics and lore, i liked what i derived from it. i interpreted it as the player is an activist in some form, fighting against bigrealty from taking over the local area with their mega-business. by utilizing protests, rallies, and community/neighborhood support, the game seems to encourage the player to fight and stand up for what they believe in against late-stage capitalism, and i appreciate that.

the overworld is colorful and wonderfully contrasted, i could tell what was a building vs a road, where i could walk, what i needed to grab, etc. the basic tutorial was also very solid and helped me progressively learn about the city-building aspects. i also liked the stat-managing side of things, where the player has to logically come up with a strategy to rally and take over the bigrealty lots. 

overall, i know this is an alpha build, but i can see this developing into an even better game over time. im excited to see how development, graphics, and game mechanics continue to grow. i wish you the best!

heya! tysm for taking the time and playing through my game, it's very appreciated.

i definitely understand some of your criticisms, especially regarding the pacing and UI. however, the story is intended to be a slower-paced, character-driven psychological horror VN, and vega's excessive internal monologue is a deliberate part of his characterization. however, i understand that it won't be everyone's cup of tea. some of your critiques are disproven as well (vega says he's in his early 20s in the intro and everyone else is similarly a young adult, the band is a group of friends playing together for fun, they didn't want to practice when someone wasn't there, etc.). 

regardless, i'll definitely keep your suggestions in mind as i continue development, especially the rhythm minigame timing and UI improvements. i'm glad you enjoyed the experience overall, and thank you again for giving my game a chance!

(1 edit)

Hello! I recently released a "mini" demo for my game, and I'd love to get any feedback on it. Any raw, unfiltered thoughts are appreciated! Character/story/plot writing and any gameplay bugs are prioritized feedback. Have fun! Link below:

https://nyxchasm.itch.io/awakened-the-ak-project-day-1-demo


hello there :) i saw this in a game jame im also in and wanted to provide some thoughts!

what i liked:

- movement in general was smooth, both camera turning and walking/movement

- i quite enjoy the visual style and the map so far!

- animations worked as intended (clicking the fire extinguisher worked, etc.)

what i think should be added:

- accidentally fell off of the side of the map and fell infinitely :( perhaps add invisible boxes that keep the player inside the intended map or add some sort of quick respawn?

- personal nitpick: i thought the bird animation was cute but it would be a lot more effective if the bird image had no bg/was a transparent sprite

- while the fire extinguisher did work as intended, it was a little slow both based on click input and the time it took to travel from the player to the fire. id smooth out the animation and add a few more frames

- the contrast between the white of the map and the foam from the fire extinguisher make it hard to tell if youre even spraying foam or not

great work so far and im excited to see where you go with this project!