Scene direction and noir design with a certain neon flavour is nice, but the bugs and badly programmed events really ruin the experience for me. Gameplay wasn't much fun either, it just doesn't feel right to combine it with that great atmosphere you've created.
The game is very atmospheric and the cut-up narrative and these demanding on-screen commands reminded me of Superhot. Nice use of music and sounds. I couldn't complete it, though, because I didn't understand what kind of ingredient you were supposed to enter :(
This is a good example for me, that style matters more than graphics. The animations, effects etc. make it a nice experience, even though everything is low-poly. It feels smooth either way.
I didn't know the ingredient, I had to watch the video. [Hint approaching] Afterwards I saw the hint in Act I.
Act II - Simulation sickness danger! This can be greatly reduced by fixating a point on the "horizon" and moving the camera up and down instead of just turning the camera up and down.
It doesn't shine in gameplay, but the other elements made it worth for me.
Comments6
I didn't know the ingredient, I had to watch the video. [Hint approaching] Afterwards I saw the hint in Act I.
Act II - Simulation sickness danger! This can be greatly reduced by fixating a point on the "horizon" and moving the camera up and down instead of just turning the camera up and down.
It doesn't shine in gameplay, but the other elements made it worth for me.