I liked the variety of having multiple choices to pick from! Most of them do bring you to a dead end and make you try again, which pushes the player to pick things in a specific order to finally make progress. While I think that’s good, I do think it would be better to have some of these options explore brand new routes instead of just being dead ends.
There are also some wording/dialogue errors. This includes when the dialogue says, “Help? We’re the ones who put you there.” I’m assuming we screamed for help and the people outside said they were the ones who put us there, but it seems like the player is the one saying all of that.
My favorite part was when we first encountered the man with the red cap and the player had the option to follow him, even though we were informed not to trust him!
This is a cool idea, and I like the direction you're taking it. My only thing is that it looks like when you play it everything is connected in a way where you can kinda skip everything and the story still progresses the same. Like if you dont save Aida she still helps you with the radio, or if you never feel around the box you can still use the hairpin or the fact that you look closer at the note at the end even though I never discovered that I had those items. Really cool tho, I really like it.
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I liked the variety of having multiple choices to pick from! Most of them do bring you to a dead end and make you try again, which pushes the player to pick things in a specific order to finally make progress. While I think that’s good, I do think it would be better to have some of these options explore brand new routes instead of just being dead ends.
There are also some wording/dialogue errors. This includes when the dialogue says, “Help? We’re the ones who put you there.” I’m assuming we screamed for help and the people outside said they were the ones who put us there, but it seems like the player is the one saying all of that.
My favorite part was when we first encountered the man with the red cap and the player had the option to follow him, even though we were informed not to trust him!
This is a cool idea, and I like the direction you're taking it. My only thing is that it looks like when you play it everything is connected in a way where you can kinda skip everything and the story still progresses the same. Like if you dont save Aida she still helps you with the radio, or if you never feel around the box you can still use the hairpin or the fact that you look closer at the note at the end even though I never discovered that I had those items. Really cool tho, I really like it.