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I absolutely love the atmosphere, the art, and the voice acting. If I had one little suggestion it would be that the dialogue font didn't feel cohesive with the tone and art direction. Also [sorry haha two little suggestions], I felt that the style of the title card, when transitioning back to the train, seemed a little underwhelming simply because the rest of the game is so visually dynamic. I think it said "adversary something" with the sealed letter underneath.
Can't wait for the full release!
A more minor gripe was that I think I'd prefer a font that matched the artwork/theme better (maybe something pixellated, though not necessarily).
Anyway, like I said, overall I like what I've seen so far. Will likely finish the demo later.
ETA: I got unstuck and the demo does have a very definitive end (in case anyone else is stuck and wondering if it's jut the end of the demo- it tells you when the demo is done).
- Let right-click open the inventory when done on an empty space. This is pretty common in point & clicks where the inventory takes up the whole screen.
- Every mouse has a middle button, let that be the interaction highlighter.
Ideally I don't want to be using anything other than the mouse in this type of game.I appreciate the dialog isn't pixel font. I did find the "wooooo" of the train not being pixelated a little surprising. But then that probably works since the sound is supposed to be surprising?
Voice acting was excellent and surprising! I wasn't expecting voice acting past the initial scene. I wasn't sure I'd like the main character but he grew on me quickly and I'm excited to meet the third character.
A few feature request / improvements I'd love to see:
- The ability to pause cut-scenes / dialog and/or switch to a line per-click/button press system. Right now the start button prompts you to hold to skip. It'd be nice if it actually paused the scene and let you skip or exit to menu.
- Key and controller re-mapping would also be very appreciated.
- Controller: In a dialog choice window, map the "I'm exiting this conversation" dialog option to the "cancel dialog"/"B"/Circle button. I found myself hitting it to "exit" out of the menu dialog multiple times, only to have to scroll through all the options to stop talking to someone. By that point I wanted out, so a quick way out would be nice. I think it'd still help even if it's a press & hold to avoid potentially accidentally exiting due to canceling through a conversation too quickly.
- Dialog History menu. I know this is a big one to ask but I've fallen in love with the feature in the Persona / Metaphore series & the Dating Sim/Visual Novel genres. Every time I play a newer adventure game I bemoan its lack. If you've not played these games, it's a menu that shows the last X amount of dialog that was spoken/displayed in game. Some games even let you highlight the dialog and replay the voice acting if there is any. It's incredibly useful for me if I'm playing and something nearby distracts me and I want to see what I missed. I'd also request it be accessible in most modes of play (cut-scene, conversation, roaming).
- A similar big ask is the ability to rewind dialog. A Dialog History menu would supplant the need for this I feel, but if dialog history isn't available, this feature would help.