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This is a very interesting game. I really liked the overall atmosphere, and the concept of controlling both characters felt very unique. I think it has a lot of potential.

However, the game felt really slow and sometimes somewhat confusing. The character movement seemed very slow, almost sluggish. The dialogues also seemed drawn-out and often felt like they were there mainly to slow down the gameplay rather than introduce anything substantial. It didn’t help that I didn’t really feel attached to the characters until very late in the game, when they finally started to become more interesting and I began to care about what they were actually saying. The lighthouse was where the story really started to become intriguing, and I’d really like to see some continuation of it in the future.

Like I said earlier, the concept of controlling two characters has a lot of potential, but unfortunately it isn’t used to its fullest here. Instead of being a defining gameplay feature, it mostly became another thing that slowed the game down. Gameplay-wise, it often just meant slowly going to every object with one character and then doing the same with the other, especially because there was no clear indication of which objects each character could interact with.

At first, I also didn’t really understand what was going on. When the alarm rang, I thought we were supposed to run away. I didn’t realize the characters were actually trapped in this place, so I was confused about why they wanted to find the source of the sound. For a large part of the beginning, I felt lost. I know that sometimes, for example in horror-themed games, the feeling of being lost can be intentional, but I don’t think that was entirely the case here. I often felt more lost than the characters themselves. They would say things like “Oh, let’s do that” or “Let’s go there”, but I didn’t know why they wanted to do it, and I just blindly followed what they said. This got better later in the game, once I started to understand what was actually happening.

There were also moments where the characters would say things like “There’s no reason to stop here, there’s nothing interesting here”, only for me to pick up some item elsewhere and then return to the exact same place, and now I could suddenly stop there normally. Also, sometimes I didn’t know if they said that there’s nothing interesting because I wasn’t supposed to stop there or because I was supposed to stop there but hadn’t hit the trigger that would allow me to get out of the car. This made me repeatedly try to stop in spots where I wasn’t supposed to. Maybe adding different dialogue lines when you’re trying to get out in the middle of nowhere and different dialogue lines when you’re trying to get out around a landmark that’s only there for navigation would help.

I also ran into several technical issues and bugs. The area with the long pipe, guitar, and trumpet seemed especially problematic. I had to restart the game a few times there. The first time, I picked up the trumpet and played it, walked around a bit, and played it again - but then Binko got stuck playing it forever and I couldn’t go anywhere. The second time, Binko didn’t bug out, but when I played the trumpet and made Kumira rest, Kumira got stuck in the rest animation and I couldn’t move.

Once, in the area with the painting, I interacted with things (maybe too quickly), and the “[F] Drive” popup stopped appearing near the car, so I couldn’t enter it anymore.

Dialogue speed was also hard for me to adjust properly. Lower settings made the animation extremely slow and dragged everything out. Higher settings made the dialogue animation faster, but caused the text to disappear too quickly once all the letters were shown. After testing it a bit, it seemed like the dialogue speed might be framerate-dependent, which would explain why it felt so slow for me.

I think that some work could also be put into the car controller because it feels a bit off, and maybe touch up some of the interaction areas as well because some of them feel too small requiring you to stand in a very specific spot.

I was also stuck for about 10 minutes in the lighthouse, not knowing what to do. I thought I had searched every corner and ended up loading a save because I thought something broke. After searching again more carefully, I finally found the bag. I think it should be more visible or better highlighted.

On a more positive note, I really liked the idea of the notebook map. It’s also placed in a very good spot. In many games, the map is in a corner, which makes you focus more on the map than the game itself. Here, it’s almost in the center, right below the main view, so I could always see both where I was driving and what was shown on the map.

The world feels interesting to explore and all the spots have nice bits of environmental storytelling, I only think that it would be nice if there was more terrain variation, some hills, some rocks, etc.

Because I was wondering whether I had missed anything or if there were other endings, I did a second playthrough where I explored everything more thoroughly and tried to interact with everything. One place I hadn’t found before was the area with the TVs, water, and the table with animal toys. I really liked all the interactions and dialogue in this place. That was also where Binko asked Kumira whether they played any instruments. I really liked the scene this unlocked later, in the area with the music box and the piano, where Kumira played the piece properly after Binko tried to do it.

I also really liked some of the small touches, like the fact how seamless it feels to go from the main menu to the gameplay and how fast everything loads. It’s also nice how some dialogue lines change depending on what you interact with first.

Overall, the game feels very complete, with a big and interesting world to explore. Given some minor improvements, I would gladly play a continuation of this story.

thank you for such detailed feedback !

this is definitely meant to be a slower game focused more on how the characters are experiencing the situation rather than them unraveling a bigger plot, so it's tricky to find balance for such a varied audience, but i would love to hear if you have an idea why it took you that long to get attached to them

i wanted the dialogue to slowly give information to piece together what their situation is rather than explaining immediately, but maybe this could've been done better, it's hard to get a read on your own story when you've been staring at the same words for so long haha

hm, the only place that becomes available for stopping after you pick up an item is the gate that leads to the lighthouse, i didn't give unique dialogue depending on where you're trying to get out, but the reason for that would be that they tried a gate in the beginning and didn't know the code so they would have the same issue here (which maybe i should've been more explicit about), and then they have incentive to check it out because of the radio signal leading them there. i was thinking the detector would be enough of an indicator where you can get out and what's just a landmark, but i see how it could be confusing

the bugs are odd ! i anticipated all those things happening, made systems to prevent them, and tested a lot to try and break them, but it all ended up working fine for me, i'll take a deeper look, feel free to give any more details if you remember. i did make the save system as a preventive measure in case i missed bugs so i'm at least glad that worked out

the text speed affects how long it stays on screen after all the letters are shown, the letters themselves are indeed tied to framerate, because my very weak pc was skipping most of the dialogue when it was tied to actual time. there's probably a better way to make sure it shows fully regardless of framerate, but i wasn't having issues with it, was the typing too slow for you or?

honestly i've spend so long working on the car and reworking it that at some point i had to call it good enough and move on haha, maybe i come back to it when i have more experience. for the object areas, i tried being pretty liberal with ones that don't require an animation, but ones that do looked too weird if i made the area wider, hard thing to balance without reworking how the animations are played

super glad you got to see kumira playing the piano, that's probably my favorite bit :]

really appreciate you wanting to play through the entire thing twice and leave a detailed comment ! i worked on this game a long time and learned a lot during it (as well as other playtesters and this review), and i love watching people play my games to see how their brains work so i can adjust the experience. unfortunately i simply don't know enough people to cover all possible playstyles and had to call it done at some point to move onto other projects, definitely will take your points into account when i work on other things, thanks again !