Playing the last few games for the finish your game jam.
I think you've built an amazing ambience here! I really like the combination of the filter, the echoey sounds and the distant but present humming of the electronics.
I'm going to give some specific critiques because I think you've got some really strong bones here! Please don't take this like I didn't like your entry!
One thing that I think needs to be worked on is just a bit more player feedback. It's really not clear when the answer is input. It's fine (and i think good!) that it's weird and mysterious, but I would go into the door and walk around and come out and see that it hadn't accept my true or false either way.
I also think that a little *ding!* when you get it correct would be good. Just something to help confirm.
Typically with escape rooms, the answer to the puzzle is in the room. I'm not sure if the formula here is good or not, but personally, I don't want to reverse interrogate someones identity from yes no answers in this setting. If we got a little bit more information about this Cano, or the setting really leant itself to being about Cano, I could see it working. Like, I don't have a reason to care about this character yet and questions like "Cano Likes Candy" don't imply that level of worldbuilding depth.
Put a door in the entrance! Why is there an invisible wall? Why can't I just leave? It's a small thing that destroys immersion in an ominous and creepy setting like this.
It wasn't clear that I needed to hit esc on the main screen. Not the biggest deal, but I did sit there for a few minutes waiting and hitting other buttons.
Thanks for joining! You've managed to create a really specific vibe and I'd like to see where this project goes!
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Playing the last few games for the finish your game jam.
I think you've built an amazing ambience here! I really like the combination of the filter, the echoey sounds and the distant but present humming of the electronics.
I'm going to give some specific critiques because I think you've got some really strong bones here! Please don't take this like I didn't like your entry!
One thing that I think needs to be worked on is just a bit more player feedback. It's really not clear when the answer is input. It's fine (and i think good!) that it's weird and mysterious, but I would go into the door and walk around and come out and see that it hadn't accept my true or false either way.
I also think that a little *ding!* when you get it correct would be good. Just something to help confirm.
Typically with escape rooms, the answer to the puzzle is in the room. I'm not sure if the formula here is good or not, but personally, I don't want to reverse interrogate someones identity from yes no answers in this setting. If we got a little bit more information about this Cano, or the setting really leant itself to being about Cano, I could see it working. Like, I don't have a reason to care about this character yet and questions like "Cano Likes Candy" don't imply that level of worldbuilding depth.
Put a door in the entrance! Why is there an invisible wall? Why can't I just leave? It's a small thing that destroys immersion in an ominous and creepy setting like this.
It wasn't clear that I needed to hit esc on the main screen. Not the biggest deal, but I did sit there for a few minutes waiting and hitting other buttons.
Thanks for joining! You've managed to create a really specific vibe and I'd like to see where this project goes!
Thank you for your feedback! This really helps for making better games and improving!