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Taylor Merrill

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A member registered Jun 10, 2020 · View creator page →

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Thank you so much for your feedback! I had a feeling that we'd need to make the doors for the objectives more distinct- I actually had "Need to draw attention to the objective doors" as one of my tasks to work on next. The objectives are the newest element of the game so I was mostly focused on technical implementation (it's clear that I'm not a designer, haha). We'd love to hear any suggestions you have on what would have helped you know which door to go to. I'll also make sure our level designer puts the objective items in more sensical places than the randoms ones I put there for testing.

(I feel you on the dials minigame! I love it conceptually but I always just let that system get damaged lmao)

Thank you so much for giving such thorough feedback, it's genuinely appreciated! Those are all incredibly valid points, and I've added many of them to our task board to address. I'm surprised to hear about the camera bug as we've tested in on several different hardware setups and didn't have any issues, I'll definitely look into it though. Unfortunately, our most recent build broke the minigame tutorial popups which I suspect may have helped with unclear expectations/lack of guidance. We're still working on getting the bugs ironed out in our objectives system, and I'll be sure to keep your feedback in mind as we work on getting it closer to what we intended.

If you'd be willing, I'd love to have you play our next build to see if that improves the user experience.

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I love the reactions! There was just a lot of text, but I appreciated the help buttons next to each of the tests. I liked the music. I think I'm just confused about how the mechanics worked- almost all of the rocks scratched, but they still sold for a lot? It was supposed to be the most reliable test, but then why did they all scratch? Maybe I just don't understand how it works, but it just seemed hard to judge based on the given information.

I played through with a buddy and we didn't get to the end, but what we did play didn't really feel like a game. I kinda wished it had been a more serious game, instead of just trying to troll the player. Some of the long hallway text was funny but it got a bit old after the first several signs. We just weren't really sure what we were supposed to be doing. 

We initally just gave up after the rickroll but tried it again after reading the game's page. The torches kept scaring the crap out of my buddy, which was pretty fun. I'm glad he played through it, though, because I don't like mazes or puzzles and was getting frustrated even just watching. We eventually quit again because we got stuck in a loop and couldn't progress. Good effort, but not for me.

It's hard to give an honest review because I played with a buddy who narrated the entire game in a Scottish accent, which was hysterical. I love the character models, it's a really fun art style. Also wanted to say that the bar scene is really beautifully set, great use of leading lines and contrast and all that art stuff (I don't do art so idk). The options were really limited at times,  but I'm thoroughly impressed for a solo project.

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Cute game! Clearly inspired by Stanley Parable, but my buddy and I enjoyed it. I don't think I've ever played an indie game with voice acting, so huge points for that! Just fyi, the main menu aspect ratio is off so that wasn't full screen for us. There were some audio lines that overlapped or got cut off, but whatever. We had a blast with it. Just wish there had been a 20ft meat grinder at the end.

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Thank you for your feedback! We've since added a layered music system, although we're still tweaking it. Unfortunately the Silent Hunter, Social Cloaking, and Permanent Stain upgrades didn't make it into the jam submission, but all upgrades should be working in the most recent build.

Really impressive! It's simple, but really well implemented.

I would say the difficulty was a little challenging for me personally, but take that with a grain of salt. I absolutely suck at puzzles, but I was still able to get to the end with a little trial and error. It didn't take me very long overall so I think the difficulty is probably fine for your target audience. My highest number of attempts at a single puzzle was no more than 10.

The tutorialization was, in my opinion, just the right amount. Not too much hand-holding, but I also didn't feel like I didn't know how things worked.

I honestly wracked my brain looking for a critique, but I don't know that I have one. No bugs that I could find.