Interface was a little clunky for me. I didn't realize it had locked a number I didn't want locked and I couldn't figure out how to play for a long time. If the interface seems unresponsive, try clicking and holding and see if the number loses the yellow highlight so you can click it.
Hey! Just wanted to comment on how awesome it is that you were able to make a game with so much content and so many different things to do in game. The battle system is well-thought out and fun to play, and the amount of NPCs, dialogue and side-quests gave the setting depth and life! Not to mention all the fighting animations and the pre-battle animation. I hope you'll attempt more games using something other than Flash, or cut up the game into smaller chunks!
I was wondering where all the brains were coming from when I played the last game! Didn't expect to have my answer so soon, with such great world building! :D
I mean, I get that the mechanic is meant to illustrate the character's anxiety, and it does that well, but I think it misses the mark a bit when it comes to fully letting the player identify with the character. Throughout the game, you don't learn much about him, so while you get that he's anxious, you don't really get much insight on why until the end when he reveals everything in one shot. It doesn't feel very rewarding as a game, and there's something a bit lacking at the beginning to get the player invested in the characters for me to get invested in it as a novel.
Also, I highly recommend not using space as a control key. If the window is out of focus on a browser, the whole page scrolls down, forcing the player to scroll back up to continue the game.
The controls are clunky and unusable. If you're going to put the player on a timer, the controls need to be flawlessly easy to use. Plus, the dialogue is littered with spelling/grammar mistakes, and line breaks happen at awkward spots.
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!
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.
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.
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. ;)
It isn't clear on the options menu that 1 is fastest text speed, and 5 is slowest. I had to sit though agonizingly slow text for way too long before I realized I'd set it to the slowest speed.
Ahahah thank you for your enthusiasm!