So I played WeekSix-AssessmentPrototype, and the game seems broken for me, I can't even get the convicting screen, the game is riddled with bugs and inconsistencies, i really feel lost. The programming also is lacking heavily.
I really like the concept of Toybox Trials as a game.
Art:
The art is great - improvements to the enviroments' look and populating it with more assets will really make the "Toy" aesthetic pop.
Interaction:
If you can press E to interact with things - it would be nice to be able to keep using E when in dialogue opposed to having to switch to a mouse. In regards to the interact notifier - maybe an object outline or a indicator above the player would be better (and controls are tutorialised elsewhere).
When you return to an object that you've exhausted options for also - it would be nice if you could re-do them if the information isn't logged elsewhere.
Minor Stuff:
1. I like how the screen transitions feel - but maybe disabling the input for half a second or so within this would look better so the character isn't halfway across the room before the player sees the next screen.
2. During the ballet routine - maybe communicating the type of inputs you have to make through text also will help the player.
The end presentation is presented in a really cool way - and I can't wait to see how the game feels with further implementation!
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So I played WeekSix-AssessmentPrototype, and the game seems broken for me, I can't even get the convicting screen, the game is riddled with bugs and inconsistencies, i really feel lost. The programming also is lacking heavily.
Hey,
I really like the concept of Toybox Trials as a game.
Art:
The art is great - improvements to the enviroments' look and populating it with more assets will really make the "Toy" aesthetic pop.
Interaction:
If you can press E to interact with things - it would be nice to be able to keep using E when in dialogue opposed to having to switch to a mouse. In regards to the interact notifier - maybe an object outline or a indicator above the player would be better (and controls are tutorialised elsewhere).
When you return to an object that you've exhausted options for also - it would be nice if you could re-do them if the information isn't logged elsewhere.
Minor Stuff:
1. I like how the screen transitions feel - but maybe disabling the input for half a second or so within this would look better so the character isn't halfway across the room before the player sees the next screen.
2. During the ballet routine - maybe communicating the type of inputs you have to make through text also will help the player.
The end presentation is presented in a really cool way - and I can't wait to see how the game feels with further implementation!
Definitely the beginnings of something. I could have been helped by a little more tutorial, look forward to following along with this production.
I can see a very rough prototype here that needs some more fleshing out and someway of showing the player how the game works.
mid convo got a prompt saying i completed a mini game which confused me and the npc spilled the beans before I did anything.
Buggy movement i went off screen and couldent return to the previous screen.
graphics setting is set to low by default? why do this for a basic 2D game, not sure if you even need graphics settings.
needs a restart button
I see a stress level bar but not sure how it works.
Max I can get right is 2/3
seems like the suspect confessed incorrectly.