The rooms at the end are really fun and amusing -- I love the new feel of the drop into that area. They're a little abrupt -- I feel like each could use a little more prelude or introduction to "frame" what you're about to see without explicitly spelling out what's inside. Why are we going in there, what are we about to see -- as the orange voice, how would you "introduce" these to your friend, the white voice. Although the "Don't Go In Here" room may need to be more of a surprise / curiosity-driven pandora's box, I can't help but think that the code room will come across very differently to different players, depending on whether their familiarity with "code in general" is 0% or 30-50% or... I don't know, I'm sure we have some 90% people around. So that might need to be managed / expectation-set a little more, a frame helps unify people's understanding.
The conversation is great, although it definitely primed me to expect more different-colored voices before the end! I was confused about the nature of the dialogue in the early hallway where the white voice has too many different random thoughts -- maybe because it was so soon after the orange voice first spoke, so my perception of "oh, this is a dialogue" got confounded immediately before it gel'd. Might be worth thinking about pacing.
I had no problem navigating, although the very beginning feels more abrupt than the earlier version, like there's something missing at the very very start before "is there something behind me" which feels like an odd opener?
1.The rooms at the end are a bit weird I guess mainly because the prototype ends right after. It would be cooler if those rooms lead to something more. The individual effects in there are cool though.
2.The conversations are endearing and distinct. It is pretty clear. They have plenty of varieties too, its easy for this game to turn into like a long hall with a lot of text, but its pretty spread out.
3.Sometimes its hard to know to walk to the side.
The fall is good. I expect even longer fall and other things in the full version!
at some points, it felt like some of the text was overlapping in a way that made it difficult to read, but in general navigating the space was pretty intuitive! Sometimes when the text was on the floor it was also kinda hard to read as well, just because of the weird angle. I think that the conversation could benefit from being a little more drawn out - the space itself is easy to understand, but the way the text is feels a little claustrophobic (which is fine if that's what you're going for, but it is a little harder to understand).
The idea of making choices using movement is really interesting and I think could be investigated even deeper if you wanted to, but it was fun being able to explore the rooms at the end. It feels like there's an opportunity to take more advantage of how nonlinear this form is, but I'm not sure exactly what that would mean! maybe more of an emphasis on free exploration? but i think that might be what you're going for toward the end anyway with the rooms. excited to see what you choose to do with this!
1. If you mean the "don't go in here" room I was overwhelmed as I think I should be, it feels like what you see when you mess around too much with the debug mode in a janky game (which I love)
2. I think the dual colors of text is a really good way of separating different inner speakers. However, there was at least one point where I was confused because I was naturally looking left because that's how I read, but the text on the left was supposed to come after the text on the right. It wasn't confusing but it's just a tad bit jarring for like 0.2f seconds
3. The layout is pretty good but there are a few times where you have to walk around a wall without any indication that I got stuck on (for just a few seconds). I'm not sure if there's a design reasoning behind this; it more just seems like a way to separate passages? It's a little confusing, though, because when I play the game I don't see the text as objects with colliders as much as just floating text that paints a picture. Also, when there's stairs, it's a little confusing that the text reads bottom to top. I understand why, but maybe have it that the text on a step isn't revealed until you jump onto it? Just food for thought
I love the concept though and it is really unique! Excited to see where this one goes
This is really meaningful game play, I feel like the game is deep with a lot of content that I didn't even touched during playtest after I fell at the end of the prototype and see how many more text are there. The way you guide players on to different routes are creative and suitable for the no graphic theme. I wandered in a room with no light at all, and it feels like making mental decisions in the back of my head when I close my eyes. Amazing. Only concern would be if there might be too many texts that might discourage players to read them all.
This seems to be coming along really well so far — you use a couple techniques that take player a second to get used to, and then you let them sit with those techniques for a minute or two before introducing another. That pacing is working well right now. The conversation with two text colors is strong in that it's a bit unconventional but very readable, and it creates a slightly disorienting effect that seems to fit the mood of the game. I didn't find the layout confusing, and entering the rooms satisfied my desire to feel that I'm making discoveries along the way. However, I'd say that you could take the ambience of the rooms a bit further, with the lighting or the sound design or something else entirely. You're clearly looking to make an impact on the player when they enter, so think about ways you can make an even bigger impression in that moment. Looking forward to seeing where this goes!
1. Also didn't expect the fall but it was really cool! I actually played through it twice bc I was a good boy who didn't enter the "do not enter" room thinking it wasn't finished at first before I realized Wait The Question Asks About Two Rooms so I went in there the second time around lol.
2. I found it particularly cool that some of the "conversations" in the beginning felt like they were actively referring to what I was doing, since I was reading the white text and then the orange text (roughly translated from what I remember) was like Hey Stop It Im Trying To Talk 2 You. Felt really cool, would definitely like to see more of it :0 Not sure if this would be too out of scope, but it would also be interesting to have "secret passages" where you totally ignore what the orange text is saying to find some other path to try and avoid the orange text.
3. It's very straightforward, I had no issues navigating the space!
I was confused about what order to read the text when I got to the hallway with white and orange text. I would say at the beginning of the game maybe build up to the hallway (or a part of the game like that hallway) a little more slwoly and have smaller conversations first that let the player have a better idea of how to read the words, if that makes sense? I really liked choosing your response by walking into a certain room (like Hello or Sorry) unless I'm misunderstanding that part haha. Overall, navigating the game wasn't too confusing! I think just introducing the player to how the text works a little more slowly before throwing them into the hallway of it would be beneficial. but the idea is really interesting, and I think the sound effects, music, and overall font/look of the game goes really well together, I'm excited to see the finished version!
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This game is amazing. I really like the athmosphere, espessialy in the side rooms.
Very good game!
The rooms at the end are really fun and amusing -- I love the new feel of the drop into that area. They're a little abrupt -- I feel like each could use a little more prelude or introduction to "frame" what you're about to see without explicitly spelling out what's inside. Why are we going in there, what are we about to see -- as the orange voice, how would you "introduce" these to your friend, the white voice. Although the "Don't Go In Here" room may need to be more of a surprise / curiosity-driven pandora's box, I can't help but think that the code room will come across very differently to different players, depending on whether their familiarity with "code in general" is 0% or 30-50% or... I don't know, I'm sure we have some 90% people around. So that might need to be managed / expectation-set a little more, a frame helps unify people's understanding.
The conversation is great, although it definitely primed me to expect more different-colored voices before the end! I was confused about the nature of the dialogue in the early hallway where the white voice has too many different random thoughts -- maybe because it was so soon after the orange voice first spoke, so my perception of "oh, this is a dialogue" got confounded immediately before it gel'd. Might be worth thinking about pacing.
I had no problem navigating, although the very beginning feels more abrupt than the earlier version, like there's something missing at the very very start before "is there something behind me" which feels like an odd opener?
I love the story so far!
1.The rooms at the end are a bit weird I guess mainly because the prototype ends right after. It would be cooler if those rooms lead to something more. The individual effects in there are cool though.
2.The conversations are endearing and distinct. It is pretty clear. They have plenty of varieties too, its easy for this game to turn into like a long hall with a lot of text, but its pretty spread out.
3.Sometimes its hard to know to walk to the side.
The fall is good. I expect even longer fall and other things in the full version!
at some points, it felt like some of the text was overlapping in a way that made it difficult to read, but in general navigating the space was pretty intuitive! Sometimes when the text was on the floor it was also kinda hard to read as well, just because of the weird angle. I think that the conversation could benefit from being a little more drawn out - the space itself is easy to understand, but the way the text is feels a little claustrophobic (which is fine if that's what you're going for, but it is a little harder to understand).
The idea of making choices using movement is really interesting and I think could be investigated even deeper if you wanted to, but it was fun being able to explore the rooms at the end. It feels like there's an opportunity to take more advantage of how nonlinear this form is, but I'm not sure exactly what that would mean! maybe more of an emphasis on free exploration? but i think that might be what you're going for toward the end anyway with the rooms. excited to see what you choose to do with this!
1. If you mean the "don't go in here" room I was overwhelmed as I think I should be, it feels like what you see when you mess around too much with the debug mode in a janky game (which I love)
2. I think the dual colors of text is a really good way of separating different inner speakers. However, there was at least one point where I was confused because I was naturally looking left because that's how I read, but the text on the left was supposed to come after the text on the right. It wasn't confusing but it's just a tad bit jarring for like 0.2f seconds
3. The layout is pretty good but there are a few times where you have to walk around a wall without any indication that I got stuck on (for just a few seconds). I'm not sure if there's a design reasoning behind this; it more just seems like a way to separate passages? It's a little confusing, though, because when I play the game I don't see the text as objects with colliders as much as just floating text that paints a picture. Also, when there's stairs, it's a little confusing that the text reads bottom to top. I understand why, but maybe have it that the text on a step isn't revealed until you jump onto it? Just food for thought
I love the concept though and it is really unique! Excited to see where this one goes
This is really meaningful game play, I feel like the game is deep with a lot of content that I didn't even touched during playtest after I fell at the end of the prototype and see how many more text are there. The way you guide players on to different routes are creative and suitable for the no graphic theme. I wandered in a room with no light at all, and it feels like making mental decisions in the back of my head when I close my eyes. Amazing.
Only concern would be if there might be too many texts that might discourage players to read them all.
hey team!
This seems to be coming along really well so far — you use a couple techniques that take player a second to get used to, and then you let them sit with those techniques for a minute or two before introducing another. That pacing is working well right now. The conversation with two text colors is strong in that it's a bit unconventional but very readable, and it creates a slightly disorienting effect that seems to fit the mood of the game. I didn't find the layout confusing, and entering the rooms satisfied my desire to feel that I'm making discoveries along the way. However, I'd say that you could take the ambience of the rooms a bit further, with the lighting or the sound design or something else entirely. You're clearly looking to make an impact on the player when they enter, so think about ways you can make an even bigger impression in that moment. Looking forward to seeing where this goes!
-jess
1. Also didn't expect the fall but it was really cool! I actually played through it twice bc I was a good boy who didn't enter the "do not enter" room thinking it wasn't finished at first before I realized Wait The Question Asks About Two Rooms so I went in there the second time around lol.
2. I found it particularly cool that some of the "conversations" in the beginning felt like they were actively referring to what I was doing, since I was reading the white text and then the orange text (roughly translated from what I remember) was like Hey Stop It Im Trying To Talk 2 You. Felt really cool, would definitely like to see more of it :0 Not sure if this would be too out of scope, but it would also be interesting to have "secret passages" where you totally ignore what the orange text is saying to find some other path to try and avoid the orange text.
3. It's very straightforward, I had no issues navigating the space!
I was confused about what order to read the text when I got to the hallway with white and orange text. I would say at the beginning of the game maybe build up to the hallway (or a part of the game like that hallway) a little more slwoly and have smaller conversations first that let the player have a better idea of how to read the words, if that makes sense? I really liked choosing your response by walking into a certain room (like Hello or Sorry) unless I'm misunderstanding that part haha. Overall, navigating the game wasn't too confusing! I think just introducing the player to how the text works a little more slowly before throwing them into the hallway of it would be beneficial. but the idea is really interesting, and I think the sound effects, music, and overall font/look of the game goes really well together, I'm excited to see the finished version!
1. I didn't expect the fall! I was surprised.
2. It was an interesting inner conversation.
3. I got lost after going through the Hello entrance, but found a way after entering through Sorry.