Viability: The game plays very well. It is very straight forward with its decision making, and I appreciate the lack of black and white answers. Even if things seem like they'll go south, you keep the reader engaged with the lack of hard-set choices.
Presentation: The format of your text is great. It's easy to follow and although there is a lack of some visuals, the way you have altered text is great. I love how certain words are customized depending on what they are (for example, the text "glow" literally glows). I think its a nice touch to feeling engaged within your narrative. However, more visuals would really accentuate the thematic of your game. The story is very clearly one of tension and fighting, so some interesting visuals could be at play, whether they are metaphorical or glimpses of the fight that we get to witness.
Theme: The theme is clear. The decision making fits well with the battle at hand. It would be interesting to have a timed mechanic attached to your theme. Battles require you to have sharp thinking, so implementing a timer would be a great way to accelerate your game.
Engagement: The narrative really pulls the entire game together. Its description and obvious knowledge of fight scenes really puts the audience in a chokehold. Your strength is narrative- keep pushing it. You have a very solid flow within your story. I would've loved to see more mechanic wise, even if it was as simple as implementing a timer. Obviously some visual approaches would be great too, even if they are simple or just "sprites" that we can see pop up on screen. Sound effects like the whooshing of a sword when popping into a passage would be amazing and very gratifying!
Overall, I'm excited to see where this goes! Your narrative is already fantastic. There is clearly a lot of passion in this project.
I am loving the use of time in this game! Really teaches you to be patient and goes nicely with the writing! In some parts it's almost too long and can be a bit annoying, but i am loving the execution otherwise. Great use of environment through text and transitions, definitely changes the tone of the story.
I would love to see what illustrations you incorporate. I almost wonder if it will lessen the effect of the timed text. Perhaps playing with transition times for the images will be useful.
This was really fun! I like how differently the fight can go if you drop you shield or not. I'm also excited to see where the no fight option will lead, since this game is all about the fight
The concept of having a written out combat is interesting, and the different font effects does a good job to support this. the only thing that threw me off was the gradually fading in text at the second to last page per run through, Im not sure how it is set up but the text was taking a while to fade in, not sure if that was something on my part though.
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Viability: The game plays very well. It is very straight forward with its decision making, and I appreciate the lack of black and white answers. Even if things seem like they'll go south, you keep the reader engaged with the lack of hard-set choices.
Presentation: The format of your text is great. It's easy to follow and although there is a lack of some visuals, the way you have altered text is great. I love how certain words are customized depending on what they are (for example, the text "glow" literally glows). I think its a nice touch to feeling engaged within your narrative. However, more visuals would really accentuate the thematic of your game. The story is very clearly one of tension and fighting, so some interesting visuals could be at play, whether they are metaphorical or glimpses of the fight that we get to witness.
Theme: The theme is clear. The decision making fits well with the battle at hand. It would be interesting to have a timed mechanic attached to your theme. Battles require you to have sharp thinking, so implementing a timer would be a great way to accelerate your game.
Engagement: The narrative really pulls the entire game together. Its description and obvious knowledge of fight scenes really puts the audience in a chokehold. Your strength is narrative- keep pushing it. You have a very solid flow within your story. I would've loved to see more mechanic wise, even if it was as simple as implementing a timer. Obviously some visual approaches would be great too, even if they are simple or just "sprites" that we can see pop up on screen. Sound effects like the whooshing of a sword when popping into a passage would be amazing and very gratifying!
Overall, I'm excited to see where this goes! Your narrative is already fantastic. There is clearly a lot of passion in this project.
I am loving the use of time in this game! Really teaches you to be patient and goes nicely with the writing! In some parts it's almost too long and can be a bit annoying, but i am loving the execution otherwise. Great use of environment through text and transitions, definitely changes the tone of the story.
I would love to see what illustrations you incorporate. I almost wonder if it will lessen the effect of the timed text. Perhaps playing with transition times for the images will be useful.
Super excited to see how this ends up!
This was really fun! I like how differently the fight can go if you drop you shield or not. I'm also excited to see where the no fight option will lead, since this game is all about the fight
The concept of having a written out combat is interesting, and the different font effects does a good job to support this. the only thing that threw me off was the gradually fading in text at the second to last page per run through, Im not sure how it is set up but the text was taking a while to fade in, not sure if that was something on my part though.
- all the style aspects of it are super cool!!! and how you have to wait for new options to appear sometimes
- however when youre just waiting for the rest of the text to appear so you can move on in any way, sometimes the wait time feels a bit long
- its really cool how the game remembers you playing it