I've mostly been able to figure out what you're trying to say, but the description for the pencil sharpener had me baffled for a while -- I only just figured it out as I was writing this. You want to say, "I really don't need to sharpen a pencil..." A pen has ink and isn't something anyone would sharpen. Another issue: when I'm holding something and click on an element in the scene, if the thing I'm holding doesn't work, it would give a different message than if I weren't holding something. For instance, when I got the plunger, the first thing I did with it is to try it on the toilet, but it still gives the message, "Do you really want to put your hands in it?"
Well, no, that's why I'm using the plunger!
Concerning the graphics, it is sometimes dizzying. Looking into the wastebasket, for instance, it is just a mess. Some minor issues: The nightstand next to the bed, when I open the drawers, the line of sunlight remains on the same spot on the open drawer, as if that line of sunlight were painted on. It would be really cool if that were intentional and became a critical clue to something, but right now, I'm doubting it. Also, the second drawer still looks like it has something in it (after I take out the item that was in it) but clicking on the thing just closes the drawer. More later.
I assume that picking higher terrains would increase the rate money is earned. Otherwise it's too much of a repetitive slog. Here are some things you need: 1. Ability to turn off music but not sound. 2. variety of cops with different behaviors. 3. More ways to get money -- based on distance, top speed, cops passed, etc. 4. Money rate increases as levels get harder.
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I liked the concept. I agree the clue was pretty obvious, though it wasn't conclusive. Anybody could have gotten their hands on some of his paper. I did successfully exclude most of the other suspects, but I didn't see anything that excludes the kid. Did I miss something? Also, I agree that the motive seemed a little weak.
Re solo mode: I'm mostly looking for a mode where I can try it out, learn the basic rules and interface, without bogging down experienced players. It's ok if the AI for the other players is pretty basic and I win easily, as long as it lets me explore the features of the game at my pace. (Though you should say so, if you haven't been able to make a decent AI. Just explain that the solo mode is just to learn the game, not intending it to be a real challenge.)
I don't know if it was intentional, but there was at least one place where the opening didn't quite line up, the zig-zag barrier was up, but it let me walk through, anyway. This is not a problem unless it creates an unintentional shortcut, which it did not in the case I saw; but I thought you might want to know.
Finally, you should put the level number on the screen somewhere. It just makes it easier to talk about the game (such as, I could say that the above bug happened to me on level 4, but I'm not actually sure). It also makes it easier to scroll to the right spot if you need to view the walkthrough (which I'm sure you'll make once the challenges are harder).
It needs a reset button for when you get trapped. If you're going to add enemies and a boss, it needs better movement. What you have now is too squishy -- it sometimes ignores a jump if I'm also running, and it takes too long to stop running when I let go. If this were consistent, it wouldn't be so bad, but it isn't. Also, when I jump, if I release and press the jump button while I'm in the air, it should immediately jump again upon landing. If you wait until I land to pay attention to the jump button, it's just annoying when I'm a split second too soon.
Really, really good. Thanks! I like that all the puzzles made sense, not just some stupid "enter the numbers you found on the wall over there." I still want to ask the bartender or the bellman for a flashlight so I can explore upstairs. Also, what's up with the liquor bottles? I was actually expecting that to be the source of the needed date. (Something like, "We bought that bottle the year Cain was killed, and the bottle has a date which excludes at least one of the three graves.) Also, rather than warn us about the brick before we go through the door, you should have let us go through once and then an oops when the door closes behind us, forcing us to brave the elevator one more time (and that trip through making it clear it's the last time).
How many times does this need to be said? If it's a keyboard-only game, don't make me reach for the mouse to hit 'next'!! Space, enter, up arrow, SOMETHING. It's really not that hard to be less annoying to your players.
You take just long enough to paint each screen that I think I missed the spot, click again, and get taken two screens worth. It's really annoying. If you really can't paint the screen any faster, at least black out the screen I'm on so I know not to click again. But paint them faster. This computer can easily handle Starcraft II with all the shadows and everything turned on. Surely you can handle a static image with maybe 4 or 5 variable pieces in under a quarter second.
The ball doesn't bounce off the paddle correctly. If it's going nearly straight up and down, and it bounces on the left edge of the paddle, that should make it angle left. etc. Sometimes I'll use the left edge of the paddle and it will take off to the right.
True. I did not think of that. What I realized is that you can jump even without the blocks in the last level.