This game feels complete, from the clickable buttons to the different endings. I would play this in its full if you had released it. The complexity of the narrative and items to acquire is impressive
This game was extremely polished with a properly complete narrative, and was extremely fun to play and explore all the different paths. There was music, a "mystery" element that checks if you've discovered/acquired the necessary means to get the good ending, music, visuals, and a properly working menu system! These were all elements I wanted to include in my game but wasn't able to properly implement/have the time to, how did you do this in the timeframe given to us? XD
I was extremely impressed with this game. The inclusion of a pause menu with navigation tools? That was an extremely useful idea. How did you go about learning that?
What inspired you to make the game? I'm assuming some kind of zombie-related media? The "City of Z" seemed a little on the nose for an investigation though...
I found myself getting really into what was happening to all these people. What were the purple crystals? :0 It was a strangeness that I wanted to learn more about. Also the portal was fun. I kept trying to get items and eventually got a pocket watch that could rewind time? Really cool and you played with player curiosity really well!
When I booted up the game, the opening visuals stood out to me immediately as you had different clips running through, which makes me wonder how you pulled it off. Hearing that you actually filmed that makes it especially impressive. I will say that I was caught off-guard by the game's actual contents of being a suspenseful mystery because I would never be able to tell through the opening alone but it was super intriguing going through it.
This is a great mystery-solving interactive story, although I managed to stumble into the good ending on the first play through and then got thoroughly distracted pulling random stuff out of the portal in the second. Is there any significance to the blue color that’s used throughout?
The time jumps work really well with the warning that you must solve the case by 7pm! I expected the ??? Button to take me to the hydroelectric plant, but was pleasantly surprised when it was something else
the style of the game reminds me of Doki Doki Literature club mixed with another one of those style games (it’s like a romantic dating one where you match the bubbles). Being able to visit different places and it getting blocked out is a good text way of adding a ledge? Or whatever the word is called for walking simulators where you can’t go back
I really like the concept of the game, but oddly, the images that go with it feel kind of jarring. Perhaps I was just expecting a darker tone because of the mystery of the plot; however, it is interesting to think about a mystery film or game that happens only in the daytime.
I REALLY LOVE the aesthetic of this game, and when I saw "dark purple crystals spreading across his body," I immediately thought of ZZZ (and then I saw the reference in the ??? location LOL). But yeah, even though I love the video playback and the overall use of real-life images, I really didn't expect a detective game and murder storyline at all.
Is there perhaps a way to really lean into the "evening" aesthetic, whether that means changing the font, or darkening some of the photos to be a bit more grittier (then again, I still like the day aesthetic)? Regardless, wonderful concept!
I really loved the video playback on the start screen, it’s very captivating and immediately drew me into the game. I’m definitely considering using a similar technique in one of my future projects!
The opening scene for the menu is crazy good, it really starts the game off strong. It reminds me of the one of the games showcased in our arcade 1 with live footage from the beginning of the pandemic in another country. The story is also a fun mystery and the overall design reminds of a few horror visual novels I’ve played. I had a lot pf fun with this one!
I agree! I love the sequence of videos played at the start of the game. It feels quite cinematic and really draws the player into the game before it even starts.
The style of the game really captures the essence of text-based adventures, with a sense of mystery that differentiates itself. I can't perfectly match it with any other game, but it does remind me a little of the Henry Stickman games for some reason. Maybe its the element of going to locations to find clues, although my games knowledge is too limited to say for sure.
The game's writing is definitely something I can comedically appreciate. Of course, while the main content of the story has a serious topic of a murder case/conspiracy, the side elements of the game clearly have a sense of humor (ex. pointless supermarket visiting, phone with ZZZ)
While played off in a somewhat silly way via purple crystals growing on people, I appreciate the take on the water being poisoned and causing infection as it can be quite a serious. The fact there is multiple endings it’s really nice to encourage exploration, although at times it feels a little hard to figure what which choices actually impact the story.
love the mechanic of, seemingly, random item acquired from the portal, a less-commonly used mechanic in text based games - makes the player feel like their experience of the story is unique to others
Very interesting storyline of playing as a cop during what I think is the start of a biological warfare apocalypse. I assume there’s multiple endings since I got the bad ending and I’m curious if I explored all the other locations first if my ending would change. The main menu feature is also a nice touch.
The beginning part is really really cool! It is like a movie, I would try to use the video as a component next time since it really works~ Besides, I suggest the design of each path should be less direct or it will be too quick for the player to find out the way( since I just randomly select path but it works haha). At this stage, the game is great, if asking for improvement, the design of the paths can be more complex and less direct.
The beginning of the game is a visual novel style game, reminding me of a twine game. The UI elements are clean, the escape key leading to a menu with options to go resume, go back to main menu, and quitting the game. The visuals in the background adding to the player experience
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This game feels complete, from the clickable buttons to the different endings. I would play this in its full if you had released it. The complexity of the narrative and items to acquire is impressive
This game was extremely polished with a properly complete narrative, and was extremely fun to play and explore all the different paths. There was music, a "mystery" element that checks if you've discovered/acquired the necessary means to get the good ending, music, visuals, and a properly working menu system! These were all elements I wanted to include in my game but wasn't able to properly implement/have the time to, how did you do this in the timeframe given to us? XD
I was extremely impressed with this game. The inclusion of a pause menu with navigation tools? That was an extremely useful idea. How did you go about learning that?
What inspired you to make the game? I'm assuming some kind of zombie-related media? The "City of Z" seemed a little on the nose for an investigation though...
I found myself getting really into what was happening to all these people. What were the purple crystals? :0 It was a strangeness that I wanted to learn more about. Also the portal was fun. I kept trying to get items and eventually got a pocket watch that could rewind time? Really cool and you played with player curiosity really well!
When I booted up the game, the opening visuals stood out to me immediately as you had different clips running through, which makes me wonder how you pulled it off. Hearing that you actually filmed that makes it especially impressive. I will say that I was caught off-guard by the game's actual contents of being a suspenseful mystery because I would never be able to tell through the opening alone but it was super intriguing going through it.
This is a great mystery-solving interactive story, although I managed to stumble into the good ending on the first play through and then got thoroughly distracted pulling random stuff out of the portal in the second. Is there any significance to the blue color that’s used throughout?
The time jumps work really well with the warning that you must solve the case by 7pm! I expected the ??? Button to take me to the hydroelectric plant, but was pleasantly surprised when it was something else
the style of the game reminds me of Doki Doki Literature club mixed with another one of those style games (it’s like a romantic dating one where you match the bubbles). Being able to visit different places and it getting blocked out is a good text way of adding a ledge? Or whatever the word is called for walking simulators where you can’t go back
I really like the concept of the game, but oddly, the images that go with it feel kind of jarring. Perhaps I was just expecting a darker tone because of the mystery of the plot; however, it is interesting to think about a mystery film or game that happens only in the daytime.
I REALLY LOVE the aesthetic of this game, and when I saw "dark purple crystals spreading across his body," I immediately thought of ZZZ (and then I saw the reference in the ??? location LOL). But yeah, even though I love the video playback and the overall use of real-life images, I really didn't expect a detective game and murder storyline at all.
Is there perhaps a way to really lean into the "evening" aesthetic, whether that means changing the font, or darkening some of the photos to be a bit more grittier (then again, I still like the day aesthetic)? Regardless, wonderful concept!
I really like the hub style the game offers allowing you to choose where you go and when you go. How was this implemented in the games code?
I really loved the video playback on the start screen, it’s very captivating and immediately drew me into the game. I’m definitely considering using a similar technique in one of my future projects!
The opening scene for the menu is crazy good, it really starts the game off strong. It reminds me of the one of the games showcased in our arcade 1 with live footage from the beginning of the pandemic in another country. The story is also a fun mystery and the overall design reminds of a few horror visual novels I’ve played. I had a lot pf fun with this one!
I agree! I love the sequence of videos played at the start of the game. It feels quite cinematic and really draws the player into the game before it even starts.
The style of the game really captures the essence of text-based adventures, with a sense of mystery that differentiates itself. I can't perfectly match it with any other game, but it does remind me a little of the Henry Stickman games for some reason. Maybe its the element of going to locations to find clues, although my games knowledge is too limited to say for sure.
The game's writing is definitely something I can comedically appreciate. Of course, while the main content of the story has a serious topic of a murder case/conspiracy, the side elements of the game clearly have a sense of humor (ex. pointless supermarket visiting, phone with ZZZ)
While played off in a somewhat silly way via purple crystals growing on people, I appreciate the take on the water being poisoned and causing infection as it can be quite a serious. The fact there is multiple endings it’s really nice to encourage exploration, although at times it feels a little hard to figure what which choices actually impact the story.
love the mechanic of, seemingly, random item acquired from the portal, a less-commonly used mechanic in text based games - makes the player feel like their experience of the story is unique to others
Very interesting storyline of playing as a cop during what I think is the start of a biological warfare apocalypse. I assume there’s multiple endings since I got the bad ending and I’m curious if I explored all the other locations first if my ending would change. The main menu feature is also a nice touch.
The beginning part is really really cool! It is like a movie, I would try to use the video as a component next time since it really works~ Besides, I suggest the design of each path should be less direct or it will be too quick for the player to find out the way( since I just randomly select path but it works haha). At this stage, the game is great, if asking for improvement, the design of the paths can be more complex and less direct.
The beginning of the game is a visual novel style game, reminding me of a twine game. The UI elements are clean, the escape key leading to a menu with options to go resume, go back to main menu, and quitting the game. The visuals in the background adding to the player experience