Our Freedom

Our Freedom

Joel Oct 21, 2024 @ 10:19am
Demo Impressions - A real diamond in the rough...I mean really rough.
After spending some time with the demo, I'd like to offer my impressions as well some suggestions. Overall, "Our Freedom" is a game that lives up to its name in unexpected ways. It's free from convention, free from polish, and sometimes free from, well, logic.

Yet, there's an undeniable appeal to its ambition. It's the kind of game that makes you wonder, "What were they thinking?" while at the same time, being unable to put it down.

For now, however, "Our Freedom" feels like a diamond in the rough – very rough but with untapped potential. Whether CodemyGod can polish this gem into something truly spectacular remains to be seen. But one thing's for sure: it's an experience you won't soon forget, even if you might occasionally want to.

Pros:

- Expansive Open World: The game offers a vast world to explore
- Simple, yet appealing Art Style: Features pixel-based graphics with charmingly unpredictable designs.
- Dynamic Environmental Effects: Enjoy the delightful little touches like falling leaves and birds in flight that bring the world to life.
- Soothing Soundtrack: A diverse audio experience that keeps the atmosphere lively, moody, and engaging.
- Player Autonomy: Allows for a degree of freedom in gameplay choices, which can foster a sense of personal investment.

Cons:

- Vague Narrative: The lack of a clear story may leave players feeling detached or confused about their objectives—kind of like trying to assemble IKEA furniture without instructions.
- Clunky Mechanics: Some elements feel unrefined; awkward interactions with the environment make you question if you’re playing a game or filling out an inventory list. For example, if I have all the resources to build a house (wood, plank, etc.) I should be able to build it without having to move my supplies out of my inventory to the build plan. Make the process easier so players can focus on other things.
- Slow Movement: The walking animation is too slow; there’s no balance between walking and running. A jogging pace would improve the flow—unless you’re training for the Slowest Runner Olympics.
- Unintuitive UI: The interaction system (by pressing F) feels clunky and inconsistent. Automatic interaction when close to objects would be more user-friendly—because who has time for mouse clicking and button mashing at the same time?
- Obtrusive Navigation: The yellow marker system for navigation feels out of place; surely a subtle directional arrow at the screen edges would better.
- Limited Construction Options: There’s no apparent way to remove or destroy roads once built—because, once you pave paradise, you apparently can't take it back. Again, I could have completely missed it.
- Unnatural Dialogue: The character conversations feel disjointed and overly scripted; more nuanced voice acting with better inflection and tone could significantly improve immersion. Right now, it just feels like two robots speaking with each other. Perhaps, just use text and allow the players to read through it allowing them to inject their own tone to the dialogue.
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CodeMyGod  [developer] Oct 22, 2024 @ 7:18am 
Hello! Thanks for the feedback!

I've already heard a lot of similar opinions, especially about the combat system not being user-friendly, the prologue being too long, and generally all the critical bugs.

My biggest mistake was coming to Steam Next Fest with a very raw game. I needed more time to fix all the bugs, because I realized that this is almost the biggest thing that ruins the experience of the game (not that I didn't realize it before, but I didn't think it was that critical).

I've already pushed the release date back at least six months to finish the game at least to a playable version for early access.

Thank you very much for this feedback, I will take it as a basis for fixing all the problems! You'll be able to play the new demo with the fixed critical bugs tomorrow, I'm working on it.
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