Staggeringly linear plot wherein the only deviations from railroading and backtracking across various setpieces are brief detours to refill the ticking clocks (food, curse status, stamina, health) that drive the pace of the railroading in the first place.
Less a game you play or a story you take a role in and more a story you are told about a character you name. Grammar and spelling accuracy appear to decline slightly as the game progresses, as if the developer started with and then lost an editor during development. Environmental quality peaks in the 3rd act (city) and then abruptly declines alongside a sudden and drastic tonal shift. This tonal shift accompanies stylistic changes that really highlight the...unflattering qualities of the enemy models, textures, rigging, and animation. The model for the primary antagonist as implied by the third act is a hideous kitbash of untextured grey lumps in a vaguely humanoid shape with some bits of bloom/emission channel abuse clipping out of it. The female character models are stylistically consistent with each other but not really with the player character's textures. The female models and their rigging are some of the best aspects of the game overall.
All in all, the story is paced in a way that suggests to me the author got bored of or impatient with the richer exploration of characters that is the primary narrative strength of the first two acts in order to force the story to reach their grandiose intentions for the setting quickly rather than organically. This might be a result of continually fleshing out the first two acts while developing forward, but the existence of the barest skeleton of RPG, survival, and management simulator elements that serve as the "gameplay" of those acts just suggests to me that the bad pacing results from impatience for a predefined end result superseding the creation of a coherent and fleshed out path to reaching it.
As a word of advice, from one avid reader and crappy writer to any aspiring writer reading this: build your world first, your characters second, and your outline for your final chapter only after you have learned how that world and those characters interact. Even if you know you want to build a pyramid, building the cap first just makes getting it up to the top that much harder - and it might turn out your bricks are better for building a ziggurat, and you realize you'd rather have that anyway.
V0.8, Android version
Less a game you play or a story you take a role in and more a story you are told about a character you name. Grammar and spelling accuracy appear to decline slightly as the game progresses, as if the developer started with and then lost an editor during development. Environmental quality peaks in the 3rd act (city) and then abruptly declines alongside a sudden and drastic tonal shift. This tonal shift accompanies stylistic changes that really highlight the...unflattering qualities of the enemy models, textures, rigging, and animation. The model for the primary antagonist as implied by the third act is a hideous kitbash of untextured grey lumps in a vaguely humanoid shape with some bits of bloom/emission channel abuse clipping out of it. The female character models are stylistically consistent with each other but not really with the player character's textures. The female models and their rigging are some of the best aspects of the game overall.
All in all, the story is paced in a way that suggests to me the author got bored of or impatient with the richer exploration of characters that is the primary narrative strength of the first two acts in order to force the story to reach their grandiose intentions for the setting quickly rather than organically. This might be a result of continually fleshing out the first two acts while developing forward, but the existence of the barest skeleton of RPG, survival, and management simulator elements that serve as the "gameplay" of those acts just suggests to me that the bad pacing results from impatience for a predefined end result superseding the creation of a coherent and fleshed out path to reaching it.
As a word of advice, from one avid reader and crappy writer to any aspiring writer reading this: build your world first, your characters second, and your outline for your final chapter only after you have learned how that world and those characters interact. Even if you know you want to build a pyramid, building the cap first just makes getting it up to the top that much harder - and it might turn out your bricks are better for building a ziggurat, and you realize you'd rather have that anyway.
V0.8, Android version