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The sound and alarms at the end is a nice touch! I immediately tried to escape. I really like how you lead us through the intro with the letters before you give us a choice.

Some of the other comments bring up waking up as an android or AI testing, and I have to say I had very similar thoughts. I instantly thought about the Voight-Kampff Empathy Test from the Bladerunner franchise - especially with how quick the next scene appeared.

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The aesthetic is great! I did not expect the escape route to be all a part of it so it story definitely went against my expectations. Also really liked the fade to black. How did you do that?

It is pretty cool how this is a story where you are thrust into a situation where you are trying to figure out who you are and what happened, with input leading you close to the final choice of determining your own choice. I do wish there were more choices as I felt it would be a bit interesting if you could ask about more items, even if they do not actually affect the final outcome, as I felt limited in what I can do, even if this was intentional.

This game reminds me of the beginning guide’s small story of the machine level. Mixed with the spaceship level. Analyzing the game, i feel like I’m the computer in real life. I’m constantly trying to find my purpose in life and asking others for advice on what to do or act but no one can help me. No one knows. The escape I feel like is running away from society and the rules on how to live. Running from the dead of expectations. 

I like the premise of this game. It feels very reminiscent of Ex Machina in the way the test is to see if the AI has human sentience and emotions. I would be intrigued to see an ending where we actually escape, and what that means for us and the world.

The space background does a lot to establish the scene of the game. One suggestion I have is to maybe change the font color of the "key words" that the player uses to progress the game? I know those words are in bold, but I think additional clarity is always welcome (and who knows, maybe that color can have additional significance?)

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I agree with this suggestion, while I was playing I was able to make out which options I had to choose after some looking around, but making the choice word bigger or changing the color of the letter the player should press would bring more clarity to what the player should do. 

Very interesting and impressive story,but I personally think the elements of game is a little bit monotonous, I say add a few background images into the game.

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I love the concept of waking up as some sort of android or robot, similar to Nier Automata. The sound design only being used when you’re running away is a neat touch, because you really only feel a sense of isolation or fear. I wonder what happens when you choose to leave or stay? Definitely want to know more!

The idea of moving through a space with a sense of urgency, along with the use of the keys reminds me of a game I player earlier today, The Macabre Madhouse. While you're able to take your time more in this game and the genre lends itself to being a sci-fi thriller rather than a horror game, they both have the essence of an escape game!

This game's concept and execution remind me of both Mickey 17 and Untold Stories. Of course, the scifi connection with a recent movie might be obvious, but the communication purely through a terminal with a "higher" entity is similar to a particular story in the game of Untold Stories.

This game really gives me the feel of the sci-fi games where something escapes confinement, though in this case it’s you escaping, or trying to at least depending on your choices. The mechanical and automated nature of the interactions with your character really give the feeling of a world far in the future. 

the dystopian theme of this game makes sense in a modern context in which we feel trapped by a political and economic system, it’s hard not to feel like a test subject…

I agree with this comment, there’s some nice underlying themes here that can be emphasized even more. Definitely could be a message on the state of the world.

I like the trapped nature of the game. I see some connection to your other sci-fi game. Having no visuals I think helps with the trapped feeling because you don’t know what you’re looking at, allowing the player to imagine anything, even putting themselves in the trapped setting.

I love the sound design here. The sudden appearance of the emergency sound makes me feel anxious!The story setting is imaginative, and I like the start page, which has stars on sky. It fits the theme!

Really felt the trapped in a laboratory feel! The use of fade away during a pathway was a good touch in dramatizing the story

great story settings, and I am expecting to see more on this story. For now, the story is a little bit short and maybe you can add more.

B27 has fantastic use of sfx and atmosphere, so even if there isn’t any crazy animations happening, the narrative paired with the atmosphere and sounds sell the experience!