I try to be prepared for the worst, before I open this thread, and I still wonder how adventures, which are not worth being mentioned, look like (but without wanting to see them). As I’m here already, let’s take a look (although the screenshot hurts in my eyes already):
a) A classic pixelart aesthetic and creepy atmosphere from a veteran of horror and thrillers.
Who might be this guy? But no matter who he/she/it is, I doubt this will be able due to the graphics. It’s very unlikely, you gonna scare adults with a resolution of about 32k pixels, in this style, with such a camera. The ‘classic’ is wrong due to the dpi/different hardware/lack of afterglow/blur …
b) Logical puzzles and exploration to challenge players without frustrating them.
This sounds good, except that a logical puzzle isn’t enough, a.o. it’s about the fun, the tragedy, the awesomeness, the uniqueness of a puzzle too. Secondly without offering diversified options or an AI, how is a ‘challenge players without frustrating them’ gonna work exactly for a small budgeted project (hence the graphics)? It rings the ‘there will be puzzles but they won’t stop your story flow’ bell. Someone who enjoys getting stuck for good reasons vs. I primary want an interactive story (which works best in your dreams).
c) Time mechanics; certain actions advance the clock in a race against time.
On mobile, there already exists a survival mode in every game, it’s the energy consumption of a game vs. your battery, and finding the power connector just in time, plus, everything going wrong in the real world around you.
d) A post-apocalyptic thriller, with an engaging storyline and cast.
Wow, finally, a new idea. An engaging storyline … so a book author or a professional writer from the film industry went for a game for a change? I wonder how important the cast will be considering this presentation but at least in this scenario there’s a reason for unenlivened scenes. Good voice acting is generally great but regarding sound, why not staying more ‘classic’ and enjoy 8bit too then?
e) Moody and engrossing original musical score.
Again, it’s funny to see how devs enjoy high res music in their low res graphics productions, which (if you’ve experienced low res) often doesn’t fit together and feels wrong.
f) Multiple variations for each chapter mean multiple play throughs with new content.
Which means less resources went into the linear story telling. How often did I replay an adventure, just in order to experience tiny differences? If I had to choose, I always would have preferred a bigger better built linear world instead or more/better puzzles contrary to that I need to replay a game in order to experience slight differences.
Apart from this, the game sounds great.