5 people found this review helpful
Recommended
0.0 hrs last two weeks / 2.8 hrs on record
Posted: 29 Apr, 2024 @ 6:11pm
Product received for free

I AM recommending this, but not without some criticism and caveats.
First, the good:
-the story is well-done, if predictable, and the voice-acting adds a lot of emotion to the story that wouldn't be there otherwise.
-the visual presentation has some interesting ideas, and a couple of levels do actually challenge deductive skills

Next, the bits I found needed work:
-the overall gameplay loop is... a bit easy, once you figure out how to scan for time chunks. There's an easy exploit I discovered where changing days back and forth resets your action rolls too, taking away a significant amount of the meter management challenge since you could easily do this until you get the lowest possible time expense.
-In fact, the only resource that TRULY matters here is time. Everything else can be managed or reset, and I feel this limits the design a bunch.
-The actions and revelations feel a bit disconnected and nonsensical. Why would stealing someone's medical records reveal their grocery shopping habits, for example? It all feels like very loose flavor text over a very basic numbers game, and eventually I stopped reading what I was doing and just scanned for the lowest numbers.
-the mask resource you get from a couple of the recover actions further simplifies gameplay, effectively removing attention gain in a way I think held back the difficulty.

Less fair criticisms:
-I feel like focusing entirely on timeline management was a bad idea. It limits how invasive you feel, and the ui implies files and documents to flick through that you can't actually open or peruse. This alone would have added a lot of invasive sleuthing options to the gameplay loop, and I could have easily seen this taking on a similar approach to Papers, Please or Hypnospace Outlaw where you have to match private information on a time budget.
As is, all you're really doing is playing a simple tile guessing game with a weekly planner.
-The ui visuals felt out of place. The main character looks a bit older, and I feel a more analogue UI design may have fit better than the cyber-hacker futuristic paranoia thing we had. Grimey crts, old desktop towers, more of a glaring/otherworldly/retrocomputer green vibe than the calming digital blues. Granted, this would run the risk of leaning too hard into the somewhat played out trend of analogue horror, but it may have fit the characters and concept a bit better and added some good tension-building.
-the characters you stalk could have had their blankbody portraits slowly -fill up- with details as you grow more familiar with them using some simple png overlays on the limited paranoia poses they take. This would have added a lot, but been somewhat of a burden to add since keeping track of the various necessities like age in the generative system may have been a bit of a puzzle to figure out.
-The intended emotion as stated by the developers was to feel like you were invading people's lives, doing something truly wicked to the people you stalk. To that end, I think adding some kind of response system would have added a lot. EG, if you get paranoia too high, perhaps they start ♥♥♥♥♥♥♥ up at work, making them harder to track as they erratically try to dodge your pursuit. Something like that, where your victims are more impacted by your actions, would have sold the sickness of what you do a bit more. As is, it's only really evident in the cringing character portraiture, which is depersonalized to such an extent that you feel alienated from these characters even as you circle in for the kill.
-The ritual component of the game feels a bit strange at times, it's a very direct memorization game but sometimes there's very little in the way of information to glean from what's right or wrong, especially whether or not characters live with others. It's fine with the single mistake you can make, but it is odd how limited it feels. The animation for puncturing the heart could also have used a bit more impact, but that's more of a personal quibble I'm having as an animator.

OVERALL, however, this is a pretty interesting concept. I do hope they build on it going forward to create something more elaborate!

If you're going into this for time management puzzles, you're unfortunately not going to find much to tickle the brain. There's the bones of a great concept here, but it feels limited by its execution.
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