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tomtato

potato

3. The main differentiator of the game, the characters one can interact with on the side - and how they can react.


I really like that, after giving one girl a board, one other NPC mentioned it. That is a detail I wish more games would include. In that regard I already consider this simple proof-of-concept of yours above Bethesda and BioWare; both of those companies have sterile NPC's generally oblivious.


4. The optimistic nature of the dialogue and plot and side-quests, without blithe dismissals or other dystopic extremes, and without getting mushy. That's really rare in entertainment today, especially in computer games where almost every title out there has "enemies" and characters being insensitive or mean.

The simple option of giving that little girl a new board and reading what she has to say warms my heart, and embodies this ideally.

That aforementioned detail of the bystander commending us for choosing to return that girl's board, affirms this experience as well as being its own welcome dose of optimism.

Admittedly this is the last item on my list, for now; however, it is not by any means the least.

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Why thank you for your words! I'm really glad that most people enjoyed the game. I definitely want to put some more polish here and there when I get more free time, and I will keep these kind words in mind!

2. The setting: I like that you chose all the following:

a. A simple plot premise;

b. The plot in question admits the nuisance involved in a job-related interruption to one's work break, without necessarily villainizing the workplace;

c. What seems to be a setting in the 1990's. While things *from* those decades tend to get word service, not a lot of entertainment, particularly animated like in computer games, seem willing to set something up in the 90's, let alone try to capture that essence in a way that is likeable and atmospheric.

Hello, ma'am/sir.


I just gave the game a couple of playthroughs. This is a good game for what it is.

Off the top of my head, here are a few points of praise that come to mind:

1. The graphics: I am not a gamer as I'd like to be. I'm not "in" on game meta aspects, graphic styles and their respective eras included.

That means that with your help, I have in terms of graphics and simplicity I have just played my first <1980's(-styled) computer game.

The bosses office sure is high! I really enjoyed the sighing person -- how many different layers to get this time delay? i counted like 30 of them!

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Sorry for the late reply, but it's just a trick with shuffling and order- the first "sigh" I put in a shuffle list with a blank as an option, then it goes onto a regular cycle list, and after that another shuffle list with "sigh" as an option and a blank option as well!

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 Sorry i meant: how many layers to animate this character shoulders?

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Ah! Sorry for not being able to read right, I'm fairly certain with just the shoulders being up it was three frames, and one frame for the blinking, then I think about how many you said (but maybe a tad less) so it wouldn't just be the sighing person blinking rapidly

the 3D effect looks cool

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Why thank you!

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i like the "3d" walls! it makes it seem not like bitsy!

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Thank you very much! Glad that they gave that impression