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A cute, short game with a good vision behind it.

Stuff I liked:

  • The character details were pretty good. A little bit off-the-shelf/generic, but they’re functional and effective.
  • I liked the ending with a static image for the explosion rather than an animation. Whether it came from artistic vision or technical limitation, I think it’s an interesting experiment with time and space.

Feedback:

  • Voice direction/emoting was iffy. The narrator sounded like a businessman on vacation, not the haunted sole survivor of the apocalypse. I understand that good voice acting is generally expensive, time-consuming, or both, which is why in this case, I actually think no voice acting at all would’ve been fine—I think I’d rather play a game with no voice acting than bad voice acting.
  • Instead of walking over points to get narration, I think having interactable points would’ve been better. Some lines would get unexpectedly cut off if I was walking forward too quickly. Not a dealbreaker, but it does feel bad.
  • The walking animation was… definitely something. Honestly I thought it was kind of endearing and funny, because I know how hard it is to get walk cycles right. Also not a dealbreaker, but I’d be remiss not to point it out.

Overall: the vision is good, some details with the execution could use ironing out. I’m not giving extensive feedback on the writing bc it’d be kind of long, but it’s worth a second pass if you have time. Not a bad experience overall!

(+1)

Well, I did work on this alone. I'm not much of a pixel artist and even less of a voice actor, so I knew the end result with regards to the latter wasn't gonna be up to snuff, but I wanted to do it anyway. The interactable points are a good idea, chances are I'll add them in and put out an update.

I appreciate the feedback! c:

I think it was a good idea, but the execution needs to be polished.