[cont]
Bulletlist:
- Clunky exposition
- Story tries to appear deep, only to lead to being disappointingly shallow (either make your world and characters more complex or remove the "edge" from villians)
- Story tries to be humorous and deep at the same time WAY too often. Don't do 50/50. You either make a deep, sobering story with few funny notes or a hillarious comedy with some drama points. The author clearly cannot decide on one way to handle it all so he just flip-flops between a comedy, a criminal, a drama and psychological drama/horror.
pt 2 of my previous comment
Once again, it was tiresome. I had to read the comment section to find out I have to drink tea to even start the game. Then I find out there's hints(but also sometimes there just isn't, also hints for solved puzzles are still active and using them counts towards final score). Then I find out that cleaning ze cog isn't possible with water, you have to use ze barrel. Then why can I even press the water under the valve thing? Why won't the character say "the water doesn't do much good against grease stains" or whatever?
I am not trying to be mean. I dabble a bit in design and I really see a potential, you just need to direct it better. For example the first game(the one before grimoire part 1) was much better than this one, even tho it was still a simple marathon. You should follow and try to improve that path.
There is potential.
Lots and lots of wasted potential.
I haven't been this disappointed in a game in a long time. I just sat through both of those parts and the (seemingly) first part in the series.
It hurt. It felt like a chore. Yet I had to do this because once I see a point'n'click adventure game I can't go to sleep until I play it.
First the good: The sound, music - all fits well with the game style. The graphics itself pretty nice, clearly trying to go back to the good ol times. The idea itself was a pass. Definitely writes in story design but I would give it a pass.
The bad: tiresome puzzles, sometimes very stupid and arbitrary ways to solve them and the character doesn't hint us with a way to solve them the way the author intends. This way you end up trying everything which just gets frustrating extremally fast. It would be less jarring if you could use keyboard to move between locations.
Tiresome controls. Physics are fun, but feeling like the map is made of square spaces you move between instead of normal enviorment makes it frustrating sometimes. I'm not sure I can put it into better words.
This game was awesome. It's hard to come up with a better compliment. Everything, EVERYTHING was put together SO well! This is a BEAUTIFUL example that you don't need to create some mega-super-uber creative mechanics to make a great game. I love the humour too - fantastic comedic timing and good sense of humour.
The only "but" is that I died a few time too often because I kept trying to jump with space bar xD
Hope to see more cool stuff from you in the future!
wow thanks, I'm happy that you enjoyed it this much!
and yeah, apparently lot of people are used to "spacebar=jump", will keep that in mind for future games :)
Very cute game and just like others sais - good level design, simple yet entertaining mechanics. Also non-invasive soundtrack. Looking forward to another game from you.
This game was worse than average. The out-of-place graphics and things you wouldn't figure out on your first playthrough are a downgrade from your normal Zombie Detective game. 3/5
I'm sorry you think so. While I admit the graphics aren't as good as always this time, I purposely made the game a bit harder so you couldn't find all clues on your first playthrough if you're not careful enough. That's because I wanted to add a bit of replayability, as well as making things not too easy. Thank you for your feedback anyway!
wow thanks, I'm happy that you enjoyed it this much! and yeah, apparently lot of people are used to "spacebar=jump", will keep that in mind for future games :)