Are there freudian implications in this game?
diligence
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I guess the game was influenced by the Eastern culture. There were relationships of the main character, music (?), and quests for killing hundreds of monsters. On the first level my score got negative, I don't know if it was intentional or not. I wish there was a mechanics to do a small jump. It will be impressive to see cats' story revealed not in the "how to play" section, but somehow between or during the levels. There could be a boss dog, who becomes your friend after you defeat them.
If I understand correctly, the first part of the game was inspired by a postman, who rides a bicycle and throws newspapers to the doors of houses along his way. If the box kept the momentum after throwing, the game would be even more realistic. One time it was stuck between two obstacles, and there were no way to continue the game, other than restarting it.
The second part of the game was unexpected. I couldn't see the house with red windows (maybe because I have a minor color blindness for green and red), and found it randomly. Then I saw a church.
Thanks for the game!
The game didn't run in full screen mode, and it was hard to read text, especially diaries. Got the good ending on the first try, but it wasn't interesting to visit same places a few times. There was an item at the end of the map. For some reason I saw it, but couldn't pick it during my first visit. I think, there are many parts which I didn't discover. Thanks for the game!
I don't know how many hours were put in in this project. I didn't expect the game to be this big, there is even a fast travel. Only explored the starting area and parts of Salem village (?) in the West. The only four stars score I gave is for sound design. There probably not so much you can do for Game Boy game, except maybe for npc sounds. Is there a chance you wrote music yourself?
Imagine you want to read a book with one hundred pages. If the font is pixelated too much (has a low resolution), or creates a bad contrast with the background, the book will be hard to read. For example, on the first screenshot of your game, if there was a dark transparent rectangle behind the text, it would have been much easier to read. There are guidelines, which UI designers, web developers and typesetters use. You can achieve a lot simply by choosing a good font (family, size, color), and making a good layout of the text. One of the best illustrated books I've read on this topic is Refactoring UI, by Steve Schoger and Adam Wathan (2018-2019).
The graphics are impressive. White noise and low contrast create a novel effect, but with more time in game they simply obstruct the vision and become excessive. Vignetting obscures important parts of the interface, especially at the bottom of the screen during the battle. I liked how you can create your own monster from different body parts, there could be a button to create a monster from what is available automatically (?). Gave the highest scores.
I don't play violin, but this game gave me a realization, that you have to "channel" the sound continuously by moving a bow. In musical games it is more typical and enjoying to follow the rhythm, and press appropriate buttons abruptly or "staccato" (?) at the right time. For example, in the Rhythm doctor you only press space bar when a note aligns.