First, I did not finish the game until the end. I gave up after two hours trying some combinations of navigations exploring empty rooms looking for cogwheels that are hard to see on screen.
I was getting annoyed by the navigation system and feeling overwhelmed by the strange mechanic (cloister of dreams) that I did not understand the point in the game at all. Thought it was important in the story (with a big reveal maybe) but until then it felt weird and confusing on top of the weird navigation system trying to find which location is the correct one, everytime, at everyplace, to progress the story?
After some time I got fed up, and used the walkthrough called "Nisha's report" attached on the front page. Boy, if you just start with the walkthrough, everything is simpler, and even then you quickly realize how clunky is the navigation. The game is slow not because the story is made to be "slow" as a "slow burn", but because you lose way more time navigating (and guessing, without a walkthrough) than actually progressing the story or "slow burn"-ing yourself into some big reveal/events or whatever.
Since I don't know the game, I don't know if there's something at the end that is worth pursuing (probably not given the level of confusion).
The initial supernatural setting is interesting and kept me intrigued until giving up. I gave it two stars because of the story setting and the nice renders. And maybe I am being nice, given how god awful the current mechanics are.
My advice on how to "salvage" the game mechanic wise, and let people enjoy the "slow burn" if the story is really that:
- If you want to make a sandbox, at least give clues on where to explore and what to do (like at the beginning, when "Self" asks you to buy a drink, even though it is not clear what the payoff is except in the walkthrough), and make it easy to reach there with less than 2-3 clicks total. It requires more than that to go from your morning to the classroom, and that's AN EVERYDAY MANDATORY PATTERN. Not that "Self" giving you a message should leave a permanent mark somewhere in case the player forgets: make a journal or something.
- In a sandbox/exploratory game, I advise for giving definitive clues when a location is no longer useful to explore, or have nothing new or worthwhile to do until some new trigger happens. Simple colored markers to show locations of new unseen/events, and clear hints on how to unlock them if they are locked, should be there. This is not a RPG with stuff to farm/evolve/modify, going to a "non-story-progression" location is not gonna do anything except frustrating the player, especially since early-on in the story you get a LOT of useless locations.
- Skipping time should be a one-click button from anywhere. For a player that just want to skip days to see if anything new pops-up or just interact with a particular daytime because he has an idea about the story, it is currently a clicking nightmare.
I was getting annoyed by the navigation system and feeling overwhelmed by the strange mechanic (cloister of dreams) that I did not understand the point in the game at all. Thought it was important in the story (with a big reveal maybe) but until then it felt weird and confusing on top of the weird navigation system trying to find which location is the correct one, everytime, at everyplace, to progress the story?
After some time I got fed up, and used the walkthrough called "Nisha's report" attached on the front page. Boy, if you just start with the walkthrough, everything is simpler, and even then you quickly realize how clunky is the navigation. The game is slow not because the story is made to be "slow" as a "slow burn", but because you lose way more time navigating (and guessing, without a walkthrough) than actually progressing the story or "slow burn"-ing yourself into some big reveal/events or whatever.
Since I don't know the game, I don't know if there's something at the end that is worth pursuing (probably not given the level of confusion).
The initial supernatural setting is interesting and kept me intrigued until giving up. I gave it two stars because of the story setting and the nice renders. And maybe I am being nice, given how god awful the current mechanics are.
My advice on how to "salvage" the game mechanic wise, and let people enjoy the "slow burn" if the story is really that:
- If you want to make a sandbox, at least give clues on where to explore and what to do (like at the beginning, when "Self" asks you to buy a drink, even though it is not clear what the payoff is except in the walkthrough), and make it easy to reach there with less than 2-3 clicks total. It requires more than that to go from your morning to the classroom, and that's AN EVERYDAY MANDATORY PATTERN. Not that "Self" giving you a message should leave a permanent mark somewhere in case the player forgets: make a journal or something.
- In a sandbox/exploratory game, I advise for giving definitive clues when a location is no longer useful to explore, or have nothing new or worthwhile to do until some new trigger happens. Simple colored markers to show locations of new unseen/events, and clear hints on how to unlock them if they are locked, should be there. This is not a RPG with stuff to farm/evolve/modify, going to a "non-story-progression" location is not gonna do anything except frustrating the player, especially since early-on in the story you get a LOT of useless locations.
- Skipping time should be a one-click button from anywhere. For a player that just want to skip days to see if anything new pops-up or just interact with a particular daytime because he has an idea about the story, it is currently a clicking nightmare.