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This is the sequel to Forgotten Asylum
Graphics are pleasant to look at. I enjoy exploring different locations.
Game play is quite challenging. It's better to explore all scenes and collect items before you can figure out where and how to use them. There is an inventory for keeping the items. However, opening a map overlaps with the inventory screen. It's tedious to open and close different screens.
In case you're stuck, here are some pointers:
- a rope is used for fishing;
- a polish is used to reveal a clue on another item;
- a lantern requires fuel;
- check a carpet;
- a comb reveals a clue related to length (thanks to the walk through comments, I couldn't figure this out).
I was shocked to see what I found in the last wooden house. Jesus Christ!
only problem... background music.
Overall the game was alright yet boring.
I got REALY bord REALY fast and some tips for making the game a bit more interesting would be putting in some background voices or music, but not something repetetive cuz that make ppl go mad at the game >:(
The Real world pictures took the fun of the game (by my opinion). Im looking for something fun and flashy and I got a photo adventure... that kinda sucks....
But anyway keep going, improve, practice and your next submission will be awesome :P
I like the real-world locales, but they feel kind of bland without any background music to go along with them. Also, let's talk about the items. In every good point and click adventure game, the item menu pops up as soon as you click the icon. They also have an empty hand icon that allows you to get rid of what you're holding and interact with new objects.
The menus here take way too long, and after I choose an item, I can't figure out how to put it down or open up the item menu again, because when I clicked on it with the pliers in my hands, it didn't open up. If there is an actual method to doing these things, the fact remains that I couldn't figure them out, meaning you have to put a tutorial in the game to keep it from confusing the hell out of people and forcing them to start over. Finally, the text box in the beginning felt uninspiring. Maybe if you were reading your mission off of a letter or something, it would not only add to the game's real-world style, but also keep from breaking the beloved immersion. Pretty good, but there's definitely room for improvement.
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