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MysticRick

21
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27
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A member registered Aug 15, 2020

Recent community posts

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This has been my favorite game for a long time, chapter 1 was excellent but chapter 2 feels like it is loosing focus and direction. I imagine this is because instead of planning a story players are voting for favorite characters - which is perfectly understandable - but it effectively randomizes game content and the price for that is the plot loses coherence and the quality of the story declines.

How do you get (muddy) water?

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I still consider this the best game on here that I've tried, but is it just me or have the last few updates felt a bit light on story, this last one was like watching a slideshow. 

@Singuy I agree - it seems like we're interacting with holograms more than advancing the story/relationships with people. (and choosing a love interest and not mentioning it again or showing and consequences (besides changing to one of the two new options) does seem glaring - especially since there is no imminent threat to distract Jimmi from it.)

It does feel like Jarred got spaced doesn't it.

You need to have 1,000,000 credits - how you get them, I have no idea.  I have 150k and the idea of save/load/slot machine is just too tedious so I stopped playing. 

Love it, keep up the good work!

Love the game - looking forward to 'love interest' content - it seems like nothing has really happened after choosing one. (Also - some interactions don't take LI into consideration and you get inappropriate replies etc.)

It looks like there was a problem with the Mega account, but the author reposted it on Google Drive, I just downloaded it with no problems (whew! my favorite game on here!) 

The PATS/GPS system is terrible.

  1. Open GPS, move to next area till you get where you're going
  2. Close GPS
  3. Open PATS to see if anyone is there.
  4. Close PATS
  5. Open GPS -> back to step 1 as I wander randomly around checking each place every day at different times to see if someone is there or if there's something to do.

That's a LOT of clicks and menus. It's repetitive and annoying and unnecessary. 

You could for instance: 

  • put a marker on GPS locations with active people/events
  • alternatively show in PATS where people are - it's a messaging app so why do you have to be in the same location to find someone?
  • Mermidon's idea of adding portraits is even better - if you're in the same area you should just be able to see who else is there.

The GPS windows are pretty empty - why not put ALL locations in one GPS window - that should save a lot of clicking and opening and closing screens.

The introduction / tutorial portion of the game seemed excessively long to me - many scenes convey no substantive  information (such as being forced to sign a document you can't read)  then moving into a very long linear series of episodes with few meaningful choices and a lot of days that have no content at all besides going outside, 'investigating' a a few of times until the option to sleep becomes available, then repeating. 

The actual training scenes are good - very fun - I'd suggest keeping that and the other story rich bits and cutting out anything that doesn't actually advance the introduction. Maybe clarifying the opening scene with Duilio so it conveys this sense of 'oh not another one' a bit more clearly. 

I found the reactions of the story characters to the player's arrival varied, interesting and credible - and it is fun to meat them. 

My frustration as a player was in the other direction - the PC  seems incredibly passive for someone that was sucked into an alternate dimension and is told absolutely nothing about why this happened, if or when he's going to be sent back, and what he's expected to do in the meantime. It just doesn't feel like a plausible reaction to me - why isn't he angry, or sullen, or uncooperative, or looking for someone that will give him a bit more information? There are a huge range of realistic and believable possible reactions by the PC. 

It's true you don't want to just dump a bunch of exposition onto the player; however, you do need to provide enough of an introductory framework to give a sense of realism to the PC  and provide initial guidance to the player.

I dislike giving unsolicited advice - it's too easy for it to be perceived as aggressive or condescending or similar. If you find what I'm saying useful and I can be of any help to you at all just say the word, I'd be happy to help out. Beyond that, I'm going to keep my nose to myself and stop sticking it into your game uninvited. 

-Rick

me too - pc version

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This is one of my favorite games, and it's overflowing with potential, but there are some serious problems with the story itself and with the cues to the player regarding what his next task / options are; not to mention all the spelling and grammar mistakes.  What I think you need is a good editor. 


I've played GameOver as well, again a favorite with great potential, and it has the exact same problems - with the possible exception of spelling mistakes. I posted the same feedback on the GO page.

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nuts 😒

You need to put yourself in the player's position and constantly ask "how will the player know what to do next?" Remember the player does not know everything you know about how the game works or where the triggers are.

One example: it's not intuitive that to advance a story you need to end a game. It's fine as a game mechanic but it raises questions that you should think about: why is this a requirement? how does it fit into the story? how does the player know which GOs to get and which he's already gotten?

I realize this came from a combat game where you played and lost short battles quickly, but in converting it into a story based game there are some blanks that need filling in. 

This really is one of my favorite games, top 5 no question, but the idea of going back and getting every GO scene - if i remember how to get them all - is too much, I'll put it away for a few months and come back to it.  

I realize you don't want to post which GOs are required here, but they are going to be a spoiler wherever they are posted - they shouldn't be posted anywhere, your players shouldn't have to dig around forums and group chats to find out what to do next in a game.

Please take this as the well intentioned advice I meant it to be, take it or ignore it as you will - I rarely post publicly,  but you have so much great content and I think people should see it.

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Ok - but how do you know which ones are important?  I started a new game, so didn't chase after the one's I've already seen - or some I wasn't really into so I didn't go after those either. So now I don't know how to advance anything, Do I just wander around and get all the GOs I can find, then talk to every single NPC after each one to see if it unlocked something?

This needs to be made much more clear in the game...

Are "Game Over"s ever required to advance the story? 


Also - many jobs do not pay, or only pay erratically, which makes starting new games very tedious. 

Ok - I'm giving up. I started a new game, but I can't seem to get back to where I was.  I can no longer get to the centaurs, and I have at least 2 characters talking about doing something at 'night' but can't remember how I made that happen. It seems like I've spoken to everyone please tell me there is a guide or I'm missing something obvious.

Doh. Except sometimes I can't remember what I'm supposed to be doing. Is there a way to find out?

Seems to be a major problem  with the game... I keep getting too distracted to advance the quests...

This is quite excellent - I'm looking forward to the finished game!

So glad to see you're back! This was excellently written and I'm looking forward to seeing more!