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The atmosphere and tone of the story is really well done, and I personally thought that all of the dialogue and interactions were charming. Dragon is super cute.
The initial walking around and gathering tasks from all the characters was a little overwhelming at first, but the demo definitely ended on a high note for me. I think the full game will be a really interesting experience. Looking forward to seeing this release!
In terms of feature/setting requests, I'd suggest a fully rebindable control scheme (there is no reason not to ever feature one; especially in such slow-paced games that might be played by people with physical disabilities.)
I also agree with the other forum thread (although i'm not as overtly agressive) regarding the textspeed: if you insist on this style, make it adjustable, or just allow to hit confirm during the typing to skip it like in most other games.
Now, I really enjoy the setting; it is both desolate yet wholesome. It reminds me of games like Sysiphus Reborn or Tormentum: Dark Sorrow, which is great.
However, I see great weakness both in writing and gameplay.
Writting first, most of the dialogues in this game are veiled monologues; Zuzu is seldomly advancing conversations in any meaningfull way, instead just prompting the characters to further. A very good example is the very first conversation with Master: Zuzu is repeating Master like a parrot to advance the exposition. The only meaningful initiative from Zuzu's side is asking if they might be called Zuzu.
Which leads to another point - instead of just introducing themselves as Zuzu, the played has to endure the whole "Skaramazuzu but call me Zuzu" thing again and again, with every character we met.
This game is verbose already (which i don't mind ... see the length of this very post ^^) but there is a lot of extraneous dialogue and bad literary devices used here; i know that even Triple-A games have bad writting in spades, but with such a little indie gem here, it's much more important to polish the plot, tone, style and the whole shebang of creative writing.
Gameplay second, swingline's comment regarding fetch quests is point on - not just are we playing delivery boy for a multitude of characters in order to get their favours (which is quite common in adventure games), the problem is that we are getting told almost exactly what to do, even with a handy journal documenting it as a flow-chart for us.
All the player has to do is following instructions, quite literally working instead of playing. I am afraid that this absence of puzzle mechanics will turn away most of your audience, even if it gets better later in the game.
Art and music and overall mood are wonderful, and the story is intriguing, but the delivery in terms of gameplay and writing is lacking, and i hope this game will be released in early access or with another demo so you folks can get more feedback on these topics.
Thanks for playing the demo and for your feedback! The game is going to feature a lot more puzzles on the full release, the demo is focusing mostly on the aesthetics elements. Also, the editing of the dialogues is a high priority for us!
Thanks for the kind words! We are in the process of reworking the initial 30 mins experience in order to feel less overwhelming.
We agree, Dragon is super cute <3
Wow, a lot of text and feedback. You should come and work together with our writer :D
1) We are still evaluating if we are going to keep the indicators for the creatures upside down. Our artist prefers them in the correct orientation, but our programmer prefers them like 2 and 3 :D
2) Noted about the rebinding. Another task on Trello!
3) We are going to add an option about the text speed. Also, if you press 2 times the confirm button it skips the dialogue line. We added a safety because a lot of people missclick.
4) We agree that we have a lot of work to do! We are in the process of editing and polishing all the dialogues for the full release but when you have over 100k words that takes a lot of time! Also, I need to take a note and put a leash on our writer :D
5) The demo is focusing only on the aesthetics elements of the world. Our world is a circle and we wanted the players to explore and meet all of the NPCs. In the final release, you will have to unlock all the sections of the world with a lot of puzzles and interactions!
Thank you for your detailed feedback, we really appreciated it!
My computer is admittedly underspecced, but rather than stuttering it just random freezes in places while otherwise running smoothly other animations. Not holding this against you, you clearly specify the minimum and I was under it, just comparing experiences with other stylised sidescrollers.