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Hey there! I can't tell you how fascinating I found this demo. Although short, it carries a lot of weight with it and it is definitely something I would love to see more of! It has such a unique take on exploration sims and the like and the use of your personal photography in it really reached out to me.
I hope you don't mind but I did a let's play of the demo. Thank you so much for such an amazing little experience and I'm really excited to see if more comes from this <3

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I thoroughly enjoyed my time with your game, however short it was. It was beautifuly made, with heart and intention. Everything looked slick and finished, and that Demo label is a bit of an understatement for the state in which your game is right now ^^ probably you want to add more content next ? idk.

(more specifically, the 32bit Windows version without a hassle, even on my old and slow laptop)

Here is a list of things i noted and might need some adjustments:

  • it was unclear wether the game was charging or stuck when istarted the game. if you intend to include loading screens, consider having a loading icon (eg: a rotating arrow), or include something that confirms the game started and is now playing before your eyes.
  • as i read the introductory text, i sometimes wanted to see the next paragraph sooner and tried using enter or the spacebar. could you allow to skip to the next paragraph when we want to ?
  • in the menu, there wasn't any sound or music playing, and since your game havily relies on it, i was worried the sound didn't work. maybe include a sound test button in the options, or make the buttons make a sound when you push them.
  • have the controls being shown to you before the start of the game. i didn't know i had a map or that i had a "use" button before i went looking into the options.
  • the controls are exclusively made for QWERTY keyboards. i know this can get very tiresome to add but if you could allow for custom inputs or include other keayboard layouts that would be great!
  • i feel the map and the flower picture have a bit of a double use, or don't interact well with each other. most of the times i wanted to look at the flower and move at the same time. but i couldn't see the little wall drawings, or droplets of water etc... most importantly i couldn't have seen the letter if i hadn't looked at the map. i see the map as a visual tool for the ear-impared, a beautiful worked-on tool, but i'm not sure it is essential. i'm uite certain you could include most of the map's features into the picture's view, behind the frame.

That's it for my feedback, hope i am of some help :)

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Wow! Thank you so much sharing your thoughts and thorough feedback.
Your suggestions give me a really good place to start an update and to build upon the upcoming finished project.

The one I'm going to take the most time on is figuring out how to bring the map into the photograph's world.
In the beginning I struggled to figure this out and decided to add a map, but your experience too makes me realize that the map should turn into a completely optional tool and give players enough visual and audio feedback from the photograph's POV.

But as I said, everything you touched on is really helpful and I really appreciate you taking the time to share it with me.

Thank you!