Comments (23)
Hey there, I bought the full version after reading about it on indiegamemag.
I have finished the two obvious endings now and am stuck with the 12-digit-code. Can you give any hints or clues how to obtain it? Just some guidance, nothing too obvious, please. (for now)
So far I found the movie poster with the "magical number". I suppose it has something to do with it. One of my thoughts was to play the game again and maybe this time there is another poster or something else. But I hesitate a bit to restart just to probably find nothing new.
Some feedback:
Controls are a bit whacky. Unity asks you about the input when starting the game, but ingame you use totally different buttons. Also I'd like to have the interaction on the mouse button. Also the map on a better place to reach than "i".
Also any info about "y" and how it inverts the y-axis would be nice. I pressed it when pressing all keys out of curiosity to check for further events and was clueless afterwards about which button has caused the inversion.
On the main office floors you can interact with plants, but nothing else. However, in the... side-steps... you can interact even with the file drawers and other things. Why so inconsistent?
All the analog clocks are ticking on the spot at 12:00am/pm while the clock/paper for the first puzzle shows a particular time. Wouldn't it be nice if those analog clocks show this time, too? Or is there a deeper meaning with this particular 12am/pm constellation? (now that I am thinking about it... 12 o'clock... "12-digit-code"... any connection here?)
I found several constellations where the terminals are facing directly a plant.
The maps could use some more userfriendlyness. Like showing where (closed) doors are, making your own position more obvious and which direction you are facing.
The bedroom puzzle was a bit confusing, because one "1" is handwritten and the other "1" is printed with a square around it. This was a bit strange, because I wasn't sure at first if those are meant to be the same "1" or if the "1" in squares might mean something else, like a permanently engaged input or something. It doesn't really matter for the end result, but it distracts.
Also for this puzzle you should review the "clue" on the desk. I think your description about how an AND-gate works is accurate if you know about it, but the depiction is really hard to understand. Even I was a bit stumped for a while what these scribbles could mean until I realized that it is a description for an AND-gate. It is just the composition of the picture that is misleading in a way.
Further, if this puzzle is designed also for non-techies in mind, the binary representation for the solution could be a bummer for them to get, too. I think my girlfriend or so might have a frustrating time figuring out this whole puzzle while it was an easy to medium level difficulty for myself.
The whole experience was quite enjoyable and due to the backstory reminded me more of Dear Ester than of Stanley Parable. Nice one!
A bit gender talk and immersion ^^ : Is it intentional that the partner of the protagonist could be of either gender? I don't know if I miss something here, but to me their relationship can be whatever someone thinks it is. It can be straight or gay or just very close friends who live together. This is great. On the other hand, the immersion breaks a bit apart, because the protagonist itself is named "Charly" and therefore clearly male. What about making this neutral, too? It could improve the identification of the player with the figure. Just a thought, though.
I think that the game is a little bland, like once you've gone through the world 4 times i think i've seen all there is to see. (for me at least, with the randomly generated world it could take someone forever) I thought that the spoiler alert coma ending was too cliche & i think that there should be an alternate ending for people that just keep going.
But don't get me wrong I really did like the game, I liked the walking sound, the tunes the terminals make, the tapes were good & I really liked the AI thing, especially the 'the demo is over, go away' bit.
But overall, 7/10 It is a good 'The Stanley Parable'/'Portal' type game.
Really interesting game! I agree with others that the minute-to-minute gameplay needs a little something. And the minimap would definitely help. Even people who do the same thing every day have a carrot dangled above them to motivate them to keep going! I really liked the humor of the game--reminded me of Portal.
Found all the secret stuff in the demo, woo hoo :) Think I got bad RNG on the first floor, I was wondering around for about 30 minutes, heh. Very surreal experience, pretty enjoyable stuff. This should be great when finished. I was wondering if some kind of minimap or something would be helpful - I got so confused on the first floor, I almost grabbed a pen and pencil :P
Cool concept. Needs something else though. Walking through endless bland offices with sparsely scattered items doesn't stay interesting for very long.
You're participating in a social experiment. Your goal is to do what you're told to do, and in the end there will be a reward.
Experimental first-person exploration game with cozy old-school 3D graphics and plenty of secrets to find.
UPDATE: Now refined, extended and improved demo 2.0 is available!
If you liked the demo, please support game development on itch.io
http://longwintershadows.itch.io/yet-another-door
And of course, please do share with me all your thoughts and ideas you have about this game, and ask me any questions either here, or on twitter, or send me an e-mail. I will read through all your feedback, no matter what, and if I will like something, I will surely get back to you!
So I hope you will like where this is going, or if you have no idea where this is going you are still interested!
Stay tuned for news and updates!
Procedurally-Generated + Adventure + Puzzle + Maze
#adventure
Comical Shenanigans