Detective Hank; A Prelude to Tea
von ObsessiveScience
Detective Hank; A Prelude to Tea
Tags für Detective Hank; A Prelude to Tea
Beschreibung
Find the one who stole your cookie! It's a different thief on each playthrough!
Spielanleitung
Click through text and make choice with the left mouse button. You can read previous text with the scroll wheel. You can skip text with an option in the menu.
Kommentare
tamanegisan
Feb. 04, 2018
I love the likable cast. Each one of them is unique and fun to talk to. I like how they all see the interrogation differently.
The replayability is... okay, but the dialogue is a little too repetitive once you notice it. I still tried all three situations though, haha. The "skip to next choice" button was my friend.
For a demo I'd say it's alright. 3 stars. Maybe 4 because of the fun characters.
limeul
Mar. 25, 2017
4/4
If you haven't stopped reading this yet, congrats, and thanks for getting this far. :) I hope you'll take this as encouragement. I love visual novels and story-driven interactive games, I would love to see more of them on Kongregate and Steam! You've already gotten much farther than most people who want to make games, and the first step is putting yourself out there, and putting your games out in front of an audience. Many people don't even make it to this point! I hope you'll continue making games, and getting better!
limeul
Mar. 25, 2017
Part 3/4
All in all, the game's usability could use work. I see potential here, and I can see a lot of effort has been put into the art of the game. However, forcing the entire contents of the game into one scripted flow, including things that should strictly be description or in a separate "About the Game" section, is very limiting.
I'd work on coding skills until the above is possible to accomplish. For future games, I'd be vigilant of when the player gets to the actual game. Introduce the core mechanic early and don't let the story get in the way. Players aren't invested in your characters yet. Write strong establishing character moments. Rewrite and edit for pacing, not only for plot, but for player engagement.
limeul
Mar. 25, 2017
Part 2/3
-I suggest putting instructions and the "intro to the game's purpose" on a different screen, so players aren't forced to click through it. Leave that stuff in the description or dev notes.
-Eliminate the "pick your storyline" choice. The player doesn't know what they're picking, especially if it's their first time playing, and they don't care. It's an obstacle between them and game. Instead, let the game pick randomly the 1st time a player plays. Then, after the player has played through the story once, unlock that choice in a menu. Also, each storyline should be named meaningfully. "#1" and "#2" doesn't tell us anything about what we're picking.
-The scroll wheel functionality took me by surprise. I wasn't expecting to be flung way back in the script when I accidentally hit my mouse's scroll wheel.
limeul
Mar. 25, 2017
A critique:
There's too much text before getting to the actual game. As an avid visual novel and point and click enthusiast, it's rare that I get impatient with text. The game experience needs some extra polish before it can be considered a professional indie game. See my other comments, as I've rammed face first into the character limit. ;)