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WellIGuess

Member
Jan 23, 2019
185
115
Oh hey, it's this guy! Nice to see something more story-driven than Spiral Clicker, though I must agree with Helen-there was a distinct lack of "action" in the game until the very end :p

Speaking of which, is Adventure High available to play anywhere besides Newgrounds?
edit: disregard that, just found the 'other games' link lol
 

WellIGuess

Member
Jan 23, 2019
185
115
I actually enjoyed this a lot when you see all the routes the story makes more sense and adding in the villain's PoV was a great idea. Also to remind people after beating the story make sure to start fresh with Miranda as well as playing on villain mode.

For those having problems accessing the site here is the full walkthrough as it can be hard to figure out when exactly to interject during the trial.

Only negatives for me were the lack of gallery and lack of save files guess it must be an issue with the game engine.

EDIT: Just found a problem with the walkthrough for the villain playthrough with Samantha. You have 4 chances to distract I chose the best lines suggested in the walkthrough it doesn't work and you lose. Also chose the alternate lines you still lose. Can't win with Samantha atm.
You need to make some objection as well, not just distractions.
 

TeckXChaos

Member
Feb 15, 2018
174
147
You need to make some objection as well, not just distractions.
So far I've found this set of actions leads to a victory:
Anne - "We were just talking about finding Silvia so we could get her help with something magic related." Object
Miranda - "Well, at least we were able to determine that the villain must have come from downstairs." Distract
Silvia - "I cast a light spell to help search, and it seemed to appear out of nowhere, like it was invisible before!" Object
Miranda - "Whoever tranced Olivia must have possessed the skills necessary to hide the dart gun in this way." Distract
Miranda - "I think we can safely eliminate Eliza based on this." Object
Raven - "That's not fair! How am I supposed to prove that?" Distract
Raven - "SHUT UP SHUT UP SHUT UP!!!" Distract
 
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Ton54

Newbie
Mar 10, 2022
39
6
Oh sweet a lesbian game

>story is mid
>sex scenes are ok
>characters weren't that memorable

sigh
 
May 30, 2023
52
45
I'm getting the same issue where agreeing to the "she could identify the killer" thing simply fails. People talked about it earlier. I don't understand.

Edit: Ok I see this was incorrect info someone posted.

I won't mince words, but I will caveat this with all the usual disclaimers - making anything is tough, what we have represents a lot of work and dedication, and I wouldn't even be commenting at all if I didn't think the project had things going for it.

I would say the trial system is overdesigned or underimplemented. The end result is not fun in practice and it's definitely a game where you reach for a guide almost immediately. I think others fairly pointed out that it's very fussy regarding when it would accept a player input without marking it as an error. It's missing any sort of explanatory text to illustrate why it doesn't work here. Also, I'd say that the 4 player options to interact is possibly too many if they're all just going do nothing 99% of the time. This is what I mean by overdesigned or underimpleneted - either this should have been simpler, or there should have been a lot more utility, but as is it's just very sparse and frustrating. Given that this is a narrowly scoped indie project, I think keeping it simpler would have been an easier ask rather than writing 8x more dialogues and interacts to do all this stuff where you have red herrings and things that give custom responses based on what you do. As tempting as it is to think "what if players can easily brute force this with fewer options?" I think the bigger danger is making them check out completely or go to guide straight away.

I'd also comment that the interface flows are clunky, on two occasions I quit to menu accidentally when I was trying to close my inventory by clicking menu. If it quits to main menu and loses your progress the minimum it should offer is an "are you sure?" but failing that, it shouldn't be there in the same spot your go to inventory button was. It's just an unintentional user trap.

It's naturally too late to suggest core changes to this game, nobody is going to throw it out and start over, but I can't help but think about contingencies. While obviously this seems inspired by Ace Attorney type products (maybe others - not sure), I think an alternative would have been to look to games like "Contradiction" - where you're given itemised lists of statements from each testimony, and then you combine them to figure out where people have contradicted themselves. That game has it's own problems in terms of design, but I think the concept is good for allowing the player to really sit and think about the statements everyone made and use their brain to figure things out without replaying dialogues over and over to try and figure out where you were supposed to pipe up with a specific type of reaction. Even with the 4 types of interactions, you could still probably use that design with this - you'd mark statements where you think they're distractions, or where you have evidence to contradict that statement, and then there could be enough fuzz that maybe you can get a win with only 90% correct instead of needing to identify just 1-2 things to nail the case and everything else screams "wrong wrong wrong" when you click as you watch your health bar go down.
 
Last edited:

WellIGuess

Member
Jan 23, 2019
185
115
I'm getting the same issue where agreeing to the "she could identify the killer" thing simply fails. People talked about it earlier. I don't understand.

Edit: Ok I see this was incorrect info someone posted.

I won't mince words, but I will caveat this with all the usual disclaimers - making anything is tough, what we have represents a lot of work and dedication, and I wouldn't even be commenting at all if I didn't think the project had things going for it.

I would say the trial system is overdesigned or underimplemented. The end result is not fun in practice and it's definitely a game where you reach for a guide almost immediately. I think others fairly pointed out that it's very fussy regarding when it would accept a player input without marking it as an error. It's missing any sort of explanatory text to illustrate why it doesn't work here. Also, I'd say that the 4 player options to interact is possibly too many if they're all just going do nothing 99% of the time. This is what I mean by overdesigned or underimpleneted - either this should have been simpler, or there should have been a lot more utility, but as is it's just very sparse and frustrating. Given that this is a narrowly scoped indie project, I think keeping it simpler would have been an easier ask rather than writing 8x more dialogues and interacts to do all this stuff where you have red herrings and things that give custom responses based on what you do. As tempting as it is to think "what if players can easily brute force this with fewer options?" I think the bigger danger is making them check out completely or go to guide straight away.

I'd also comment that the interface flows are clunky, on two occasions I quit to menu accidentally when I was trying to close my inventory by clicking menu. If it quits to main menu and loses your progress the minimum it should offer is an "are you sure?" but failing that, it shouldn't be there in the same spot your go to inventory button was. It's just an unintentional user trap.

It's naturally too late to suggest core changes to this game, nobody is going to throw it out and start over, but I can't help but think about contingencies. While obviously this seems inspired by Ace Attorney type products (maybe others - not sure), I think an alternative would have been to look to games like "Contradiction" - where you're given itemised lists of statements from each testimony, and then you combine them to figure out where people have contradicted themselves. That game has it's own problems in terms of design, but I think the concept is good for allowing the player to really sit and think about the statements everyone made and use their brain to figure things out without replaying dialogues over and over to try and figure out where you were supposed to pipe up with a specific type of reaction. Even with the 4 types of interactions, you could still probably use that design with this - you'd mark statements where you think they're distractions, or where you have evidence to contradict that statement, and then there could be enough fuzz that maybe you can get a win with only 90% correct instead of needing to identify just 1-2 things to nail the case and everything else screams "wrong wrong wrong" when you click as you watch your health bar go down.
At minimum, making text the player needs to pay attention to/is able to react to red and/or bold is a simple and reliable visual shorthand used in hundreds of similar games and would work just as well here. Even with "Hints" activated, having to constantly look between text (often being rapidly scrolled through on a second or third time read) and the character's face to see if the line is reactable is tiring and leads to errors.
 
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ACIIETEL

Newbie
May 21, 2024
25
3
There are options in the walkthrough that the game does not offer, in particular the vampire villain mode
 

tonokai

New Member
Feb 23, 2019
8
3
Game is fun for about 5 minutes then you hit the first trial.
I love the idea but this could have used far simpler and better implementation.
 
3.00 star(s) 3 Votes