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Recent reviews by Awoo

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39 people found this review helpful
1 person found this review funny
8.5 hrs on record
I really enjoyed Act 1 -- I went in super excited for this entry!

But the game play was lacking in comparison to Act 1. Everything used to be about using your inventory to chain together events to conquer strifes. This game felt like just a linear progression of Key A goes into Lock A, etc etc.
Plus the added point-and-click sin of having to try every item on every intractable thing in the scene.

Even some of the visuals were a step down, no Strife intros, and plenty of areas that could have had more animation or better timing. The UI has some frustrating bugs as well (clicks not registering sometimes etc.)

Also!
The trial segment sucked out all my energy when trying to deduce the very obtuse clues I was given. It dragged on for so long, and I eventually just leaned on the hint system so I could move on with the game.

The characters also felt inconsistent when compared to their initial introduction in Act 1.

Overall I'm a bit disappointed in this entry.
Posted November 27, 2020.
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229 people found this review helpful
4 people found this review funny
0.5 hrs on record
Date: 12/26/2014

In this game's current state, and for the price ($9-$10), I cannot recommend it.

However, that being said I don't think this game is horrible.

First I want to start with the good things:

- It was very pretty
- Interesting idea to do a game in a "found footage" format
- Music was relaxing and interesting in the situation
- It was creepy, but not scary. Never tired to scare you to try and add "shock value"

Now I want to point out some of the issues I saw:

- Some trees not fully placed into the ground, they kinda float above it, this is actually visible on the path you are supposed to walk on. This applies to other objects in game as well such as tables. Go over the level with a fine toothed comb if you know what I mean.

- Some objects were missing collision models, allowing me to walk into them. (tables, trees, signs etc.)

- Audio transitions could be a bit smoother. Lower the wind volume in that blacksmith's house, it was killing my headphones.

- Knowing you used Unity, did you happen to use a "capsule" or "pill" collision for your player? If so then you may need to look into that, because I found myself slipping down stairs when standing still. That was my first clue to this. Try to not use Unity's default anything for your production games. They tend to not hold up well.

- Don't settle for "good enough" or "yeah they can get through that," really think like a brand new player who's never seen your game! They don't know that a little rock might stop them from walking forward and they need to finagle their way around it. Try and fix all the things that stop you from walking forward, even if it only clips you for a moment, make it smooth.

- Double check your invisible walls in between some of the fences on the path, because one I could walk right past and walk vertically almost to the top of the cliff face, broke the illusion for me.

- Try not to guide the player so much with the narration, nice idea to have people "watching" the player, but having them reveal things like where obtainable objects are takes the game out of the game for me.

- I could sort of figure out the story, but things felt a bit too scattered to really understand what's going on. Most of the time I just walked blindly until I found an item or something to read.

- I can clearly see trees and other items "pop" into existence due to the way Unity handles view distance, I'd look into this, it broke the immersion of the game a huge amount for me.

These are just things I would fix if I were on the development team for this game. I'm giving this review mostly to help out the developers, seeing as this is their first title I'm impressed with it. If you were to patch up the few issues listed above, I think I could recommend it to a few friends.
Posted December 26, 2014.
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