I'm curious what made you choose a post-apocalyptic setting? It works great in the text based setting, as it allows the player to imagine what things would look like, supplemented with the backgrounds
I find it interesting that I never got to use the axe. It's really cool that the NPCs were reacting to it, but I find it interesting that its impact on gameplay are entirely based on the impression that other people get, rather than its use as a physical object.
The visuals on this game are quite beautiful to look at. I wonder where you sourced them from. While I do like how picking up the ax can affect my approaching of the east, I do feel my options are a bit limited.
I liked how going to different paths gave me more options and insight into how to survive more. At first I thought it was very bleak but you do have some options to leave alive.
The combination of the descriptions and images really sets the scene and helps the player get a better feel for the environment they're in. I always enjoy post-apocalypse type games, and this one definitely does a good job demonstrating just how cutthroat and dangerous that kind of world can be, with every man out for themselves. I do think it's an interesting choice to not actually give us an opportunity to use the axe, but I suppose guns do beat axes.
Similar to Yifan's game (Evening Light), blurring the background or making it slightly lighter really helps with readability, while still having a background to help the player immerse themselves in the story! I also liked the font you use, and although I didn't find a "good" ending, it was a very complete experience! Makes you question what happened in this world though.
Although this is an apocalyptic game, I feel that the graphics bring me a sense of ease even when I have died. I enjoy the feeling of not being too stressed out during a game.
I noticed a potential "bug" in the code is if you play through and survive the event in the woods and then mark down the location on the trees, you will still have the trees marked in subsequent playthroughs and be unable to go back to the location. Maybe when you restart at the cabin, you can reset the variable that checks if you've survived that encounter.
Ah, I hadn't noticed the location tags in the bottom and was wondering what was the trigger in the code. I think I understand now. So, technically going back to the cabin updates the game memory, it doesn't restart the game (Which I initially thought it did.)
Nice blur on the background, that really helps with some of the legibility of the text on the screen. The writing does give a nice semblance of hinting and some hidden insight as to what the future path holds--it really does show the PC can make meaningful choices and I wonder what are some ways you can expand on this potentially. Nice game so far!
I think the visuals really help immerse the player into this world, and only supports the textual descriptions. I think some background music could also really help with that too. Another Apocalyptic/Post-Apocalyptic recommendation would be The Road by Cormac McCarthy, maybe consider adding another character alongside the player?
The presentation of the game feels reminiscent of the Soviet movie, Stalker 1979. A broken dystopia with people constantly looking over their shoulders, but this time without a proper guide. The consequences of not having one seem rather prevalent in the endings.
I like how the option to take the axe with you or not impacts the interactions you have with the guards at the fort. Even though there seems to be no way of actually getting them to not kill you (unless I'm wrong), it makes the game feel more expansive.
I enjoyed how unsure the game makes you of your choices, reflecting the volatility of being is a post-apocalyptic world. I wonder if there were anyways to end the game in a "good" way since I just got shot five times, or if the game even needs a good ending.
Gameplay reminds me of Colossal Cave Adventure but it's definitely less mentally taxing because you've added the current location of the player in the bottom corner. I also lost every time. Maybe if I don't grab the axe every time they'll be more forgiving?? D:
I really enjoy how picking up the axe changes the dialogue when standing in the cabin. I think that's a really fun detail, and I also love how having the axe affected my choices later on, with me ending up dead.
Interesting to see that there's many post-apocalyptic or wilderness choose-your-adventures this time around (you might want to check out squid's Adventure or RS_TRC'sapocalypse). I really like the navigation, especially since there's images, as well as the "location" tag on the bottom left. I think adding some sort of ambience in each location would be neat!
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I noticed you have the location name in the bottom left corner, but I wish it was a little bigger. There are times when the player may not notice it.
I'm curious what made you choose a post-apocalyptic setting? It works great in the text based setting, as it allows the player to imagine what things would look like, supplemented with the backgrounds
I'm really enjoying the font, it has this sort of playful, adventurous feel to it which makes sense for this gam
I find it interesting that I never got to use the axe. It's really cool that the NPCs were reacting to it, but I find it interesting that its impact on gameplay are entirely based on the impression that other people get, rather than its use as a physical object.
The visuals on this game are quite beautiful to look at. I wonder where you sourced them from. While I do like how picking up the ax can affect my approaching of the east, I do feel my options are a bit limited.
I liked how going to different paths gave me more options and insight into how to survive more. At first I thought it was very bleak but you do have some options to leave alive.
The combination of the descriptions and images really sets the scene and helps the player get a better feel for the environment they're in. I always enjoy post-apocalypse type games, and this one definitely does a good job demonstrating just how cutthroat and dangerous that kind of world can be, with every man out for themselves. I do think it's an interesting choice to not actually give us an opportunity to use the axe, but I suppose guns do beat axes.
Similar to Yifan's game (Evening Light), blurring the background or making it slightly lighter really helps with readability, while still having a background to help the player immerse themselves in the story! I also liked the font you use, and although I didn't find a "good" ending, it was a very complete experience! Makes you question what happened in this world though.
Although this is an apocalyptic game, I feel that the graphics bring me a sense of ease even when I have died. I enjoy the feeling of not being too stressed out during a game.
I noticed a potential "bug" in the code is if you play through and survive the event in the woods and then mark down the location on the trees, you will still have the trees marked in subsequent playthroughs and be unable to go back to the location. Maybe when you restart at the cabin, you can reset the variable that checks if you've survived that encounter.
Ah, I hadn't noticed the location tags in the bottom and was wondering what was the trigger in the code. I think I understand now. So, technically going back to the cabin updates the game memory, it doesn't restart the game (Which I initially thought it did.)
Nice blur on the background, that really helps with some of the legibility of the text on the screen. The writing does give a nice semblance of hinting and some hidden insight as to what the future path holds--it really does show the PC can make meaningful choices and I wonder what are some ways you can expand on this potentially. Nice game so far!
I think the visuals really help immerse the player into this world, and only supports the textual descriptions. I think some background music could also really help with that too. Another Apocalyptic/Post-Apocalyptic recommendation would be The Road by Cormac McCarthy, maybe consider adding another character alongside the player?
The presentation of the game feels reminiscent of the Soviet movie, Stalker 1979. A broken dystopia with people constantly looking over their shoulders, but this time without a proper guide. The consequences of not having one seem rather prevalent in the endings.
I like how the option to take the axe with you or not impacts the interactions you have with the guards at the fort. Even though there seems to be no way of actually getting them to not kill you (unless I'm wrong), it makes the game feel more expansive.
I enjoyed how unsure the game makes you of your choices, reflecting the volatility of being is a post-apocalyptic world. I wonder if there were anyways to end the game in a "good" way since I just got shot five times, or if the game even needs a good ending.
Gameplay reminds me of Colossal Cave Adventure but it's definitely less mentally taxing because you've added the current location of the player in the bottom corner. I also lost every time. Maybe if I don't grab the axe every time they'll be more forgiving?? D:
I tried all possible scenarios, I have bad news for you..
I really enjoy how picking up the axe changes the dialogue when standing in the cabin. I think that's a really fun detail, and I also love how having the axe affected my choices later on, with me ending up dead.
Interesting to see that there's many post-apocalyptic or wilderness choose-your-adventures this time around (you might want to check out squid's Adventure or RS_TRC's apocalypse). I really like the navigation, especially since there's images, as well as the "location" tag on the bottom left. I think adding some sort of ambience in each location would be neat!