I have to call BS on getting grabbed from behind in that particular hallway.
Still nice creepy atmosphere but the game wasn't as good as the first. Finding the tiny silver tooth in the corner of the silver tray was annoying. The jump scare didn't get me like the first game did but that may have been because I was annoyed that clicking that sheet in that spot did it when all other places said "I'm not looking under that sheet." Still going to go play #3 though!
Great graphics and atmosphere. I was expecting more jump scares than just the one but I was glad there weren't more. It was a pleasant surprise and that one did get me. Following a trail of clues is always good for horror games, though my analytical side (90% of me) wonders about certain things, like why a note is in the safe when a different note said how bad it would be if the Burner found the notes. A good game and I plan to play the others. My only 2 complaints is that turning the valves was a pain and some clickable areas were hard to find. I didn't see any vent but found a spot to "look at vent," for example. Another is finding the pictures for the storage room code. They are on a wall that I'm looking at with almost a flat angle.
I played another escape game in the same rooms but it wasn't this particular one. They aren't listed under this developer. Did the name change or was there some plagarism here?
Cool game. The only one I didn't like was the chess one because they moved so fast. I had to look at the thumbnail of the completed picture. I could do all the others just by looking at the pieces.
Ok, I take it back, for some sections having to retouch words did get annoying. Just get rid of the powerful words or have them stay bright the whole time.
There is only one thing keeping this game from being great and it's the "powerful words." I can read while platforming. I cannot read and notice a faint red word floating in from off screen. I didn't mind having to touch some words again, but losing the ability to get an A+ because I touched something I could barely see even if I wasn't reading was not cool. Fortunately, I don't really care about the rank but some players might. Why I don't like it from a game design perspective is I now question your objective in making the game. Was it to make a platformer or was it to present great writing in a creative way? You do the latter (I love the words flying by whenever a sandstorm is mentioned in "nameless city") but this mechanic can get in the way. I will note that it was only a problem when they were on the same level as where i was walking. I didn't have this issue when they were stacked vertically.
As for the documents, I went to a web page to read them because I couldn't stand having to move the view around. I got bored quickly. Getting preached at is dull.
I like the start. Most of the puzzles are fun. The one exception is Riot 3. That was not fun. It was a frustrating chore. The concept that you fill the screen by standing still is fine. The main problem was that getting hit took away all progress and the screen took so long to fill. Contrast to level 2 and 4 where I had to be close to the circles and simply move, respectively. The most important thing here is that I am rewarded with faster filling for doing well. There is no such reward in Riot 3. It's the same slow pace the whole time and even when I had a pattern worked out, it was very easy to dodge one row and hit another that hadn't yet cleared the screen.
Best intro to any game ever. I always knew games hated me, but It's nice to have one admit it. Interesting game, but the "I hate you, you suck" goes on for too long. Also, if the game is going to swear and say mean things, it needs to be able to understand and respond when I say such things back to it.
This brings back memories of reading "Choose Your Own Adventure" books. Including the Truman Show was brilliant as was mentioning brain scanned into a computer. I like the conversation about the Cat Memes too. The endings were the most interesting part. I like how they reveal bits of what's going on. #23 and #29 were favorites of mine. On the other hand, the great conversation about the real Angela versus Future Todd's idealization was followed up by rather boring endings. I don't see any issue with the idea of the AI script taking over Future Todd's body. It's straight out of The Matrix Reloaded with Agent Smith. It also makes the story something better and more mature than a lame teen drama or the dating sim it sounds like at the start. Grimly, no matter what Todd does, Old Todd is always going to be a creepy letch. I felt weird even exploring some of his plans just to read what you wrote because they were that despicable. Anyway, I enjoyed reading this and would enjoy more from you.
The intro was an interesting way of teaching the mechanics, but boy do the characters sound dumb. I did like the salesman's "I told you my product is the best. What more do you need to know?" line though. This game was fun. I love all the philosophy. My only issue was sometimes figuring out which statement to challenge when it seems like a couple might work, as with the "Lying" challenge. The only one I truly didn't understand was questioning the relevance of the acceptance of Socrates' answer. I also liked how you incorporated a bit of each philosopher when talking with the Arbiter.
Oh, and if a loss to an enemy is scripted, up it's attack damage and resistance so I really lose. Don't just take control away and say the battle ended.
Fun game. I like everything so far. Hopefully later there will be a need or reason to switch characters versus just being personal preference. I also approve of using the StarCraft Hydralisk sound effect for the ghoul. I don't know about sneaking a child away from his father in my cape though. That's rather creepy. My only problems with the game were that I found it difficult to dodge (it often wouldn't work) and use an item quickly and then get out of the menu and back to combat.
While I loved all the little plans because they worked as a child's crazy ideas, the gameplay was not good. There was barely anything to do with plans like A being solved by clicking one box. And even a small oddity like clicking the art board rather than using the crayon and paper on i stood out to me.
Cool game. Great art and the puzzles were fun, if a bit easy. My favorite was the one for Polstobos. I didn't think Sockit was logical because I had no way of knowing the sign would block part of it and change anything other than the S. The only other problem is the coin search. No thanks on that.
Good thing it looks so silly because otherwise it would bother me that I had no idea what was going on. The lightbulb breaks and suddenly I'm out in a storage yard and trying to hitch a ride to a nuclear storage facility. Oh luckily it brought me to a power plant instead of sealing me under a mountain!