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ArmaDivine

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A member registered Sep 04, 2020

Recent community posts

(1 edit)

   I started the game, first location - normal tutorial, just entry to the game like in every other game. But is it?

  Lets start with gameplay. We get 2 options in the very beginning, with 2 different outcomes, what is rather unusual, especially for game that is looking so simple.Making more options and paths for players to follow is a brilliant idea and I know multiple people who like having options and not to just follow linear game that is forcing you to do only what creators want you to do. How ever,  from such a simple locations we could already get a lot more. For example: 

-take one of the red flowers from around the trees and use it (you don't need any tool to pick up a flower),
-take a rock from the ground or break a branch to try to destroy a window. I know that it is not a full game and you would have to do a lot more to add multiple options, but i thing that it would be worth it (maybe in full game?).
   I like idea, taht you have to use manually item in your inventory, not like in some games that are just like "you have it, you use it immediately". Having to use it manually is adding a little bit of thinking in what you can, and what you should do. How ever, I am worried that at some point, inventory might be full of things (in full game) and scrolling to find something will be painful, boring, and irritating. So maybe something like single equipped slot would solve problem in future. For example lighting up all candles manually, but with equipped lighter in hand.
  The beginning of the game was giving us options, we (players) could go nearly what we wanted (as long as it was logical). But later in a game we started to loose freedom of moves. 
Why I couldn't messed up a ritual? Just add simple thing - you use other combination (first desks, than candles, than lines) and demon will kill you, or it will not work at all. I liked that we could open and close window, but why we couldn't cover it with a curtain later like we did to all other windows.
When girls from room were gone, nothing was stopping us from doing so.Those things are not very important, but they would add to feel of freedom and add a little bit to immersion.
   I know that if you would add everything possible, it would be a full game and it was not purpose of it yet, but I would like to see something like this in a full game.

  Now it is time for artwork. When I saw a game graphics I was thinking "Well normal pixel game, but actually I like this a little more detailed, but still pixelated style" . But than I saw tutorial informations. So simple, but so fitting and different from what we saw couple seconds ago. And later those beautiful drawings of characters. I might be bias because I am a weeb, non the less, artwork in the game was very fitting, atmosfer created by it was just right, not too dark, but dark enough to create feeling of uncertainty. All drawings, from tutorial messages to end scean were wery eye pleasing.

   Story. Story was not revealed immediately, but was revealed during game, what added mystery to it. New parts of world building were put in a game in very convenient way. If someone wanted, he could read everything, but didn't had to. Not complicated, but making logical sense.
Main character was very relatable and I felt like I am opening those last doors, and I would say probably this same as she did.

   All in all, for me this short prologue was a great experience. For a prologue 9,5/10. I am waiting for more greate creations of you.