Now here's a gem of a game. Fresh style, and though the merging of quirky low-poly 3D with the fantastic stylized artwork isn't quite seamless both stand on their own merit. Characters feel like they're well thought through and stick to their scripts without reciting plays every time you talk to them. All the while their dialogue hints at a nicely fleshed out background story without spelling out the full roster of characters and dynamics. Really cool stuff, an enticing game and definitely one to keep an eye out for!
Some small technical things I'm curious whether others felt the same about:
- With the 3D environments being so rich and detailed, limiting the radius within which items get named sometimes forces the player to aimlessly zig-zag around just to check whether things are interact-able. If you have a rich detailed environment it might be worth letting us hover over the full scene to identify objects and features at a glance. The erratic running around sort of takes you out of the otherwise smooth flow of the game
- Definitely worth revisiting the scaling and set-up of the rooms. Doesn't need to be all Feng-shui, but some of the spacing between furniture or clutter makes the room feel strange and oddly sized