A well-crafted game, but not my idea of fun. (reviewed v0.036A Fix 1)
I will admit up front that I didn't get particularly far into TwoSides before closing the game and deciding not to return. The introductory scenes set up an interesting plot, with characters that seem to have some character and hint in the direction of having interesting stories.
Then I hit the wall. TwoSides has a stat system that tracks your relationships with different characters on different axes. Points are gained through selecting the right dialog choices, some of which are gated behind which specific skill(s) you have decided to invest in.
All fine and normal for this kind of game until I hit the first interactions in the game where these stats are checked. Both times the "good" branch was gated behind having got an effectively perfect score selecting the right options in advance. There wasn't even a consolation branch for getting close, it was just "Did you not read the developer's mind and anticipate exactly what combination of stats was going to be required of you to progress with this character? Sorry, you lose."
At this point the intended gameplay of TwoSides became clear: the developer wants you to be repeatedly backtracking through scenes to get precisely the right mix of points (once the game has later revealed what that mix is), probably having to maintain half a dozen different save games as the choices become more complex, and this just isn't fun.
However much potential there is in a game's art, story, and characters, if progressing through them is gated behind tedious gameplay, it's not a good game.
I will admit up front that I didn't get particularly far into TwoSides before closing the game and deciding not to return. The introductory scenes set up an interesting plot, with characters that seem to have some character and hint in the direction of having interesting stories.
Then I hit the wall. TwoSides has a stat system that tracks your relationships with different characters on different axes. Points are gained through selecting the right dialog choices, some of which are gated behind which specific skill(s) you have decided to invest in.
All fine and normal for this kind of game until I hit the first interactions in the game where these stats are checked. Both times the "good" branch was gated behind having got an effectively perfect score selecting the right options in advance. There wasn't even a consolation branch for getting close, it was just "Did you not read the developer's mind and anticipate exactly what combination of stats was going to be required of you to progress with this character? Sorry, you lose."
At this point the intended gameplay of TwoSides became clear: the developer wants you to be repeatedly backtracking through scenes to get precisely the right mix of points (once the game has later revealed what that mix is), probably having to maintain half a dozen different save games as the choices become more complex, and this just isn't fun.
However much potential there is in a game's art, story, and characters, if progressing through them is gated behind tedious gameplay, it's not a good game.