WARNING: these notes contain spoilers
- Great job with the pixelated/lo-fi art (the perspective in the corridor seems off, though)
- In the corridor, some of the room names are a little too tiny to be easily read
- The item in the lower right corner of the lab is hard to tell (is it a broken sample vial ?)
- The in-game lo-fi sounds feel coherent with the graphics
- The lo-lo-fi sound heard before starting a game is a little too hard on the ear
- The text boxes at the beginning are displayed too fast: keep in mind that not everybody can be fluent in your language ! A click-to-continue prompt would have been nice
- I would have liked a visual/verbal feedback when I picked up the security gear
- Clicking on the life support doors does not produce any feedback until you can enter the room
- 'what the f*ck'/'sh*t'... I didn't find the cursing appropriate with the sober/suspenseful setting of the game
- the sample machinery in the lab room can be clicked but no verbal/visual feedback is given unless a vial is dragged onto it
- the hint given when I tried to click on the sample room was a little weak/generic: instead of 'I should check the other rooms first', which is not something a real person would say, maybe something like 'Why should I go collecting samples ?' could better connect the player to the game objectives
- "I've been in the lab all day, I'm close." To 'be close' feels a little abrupt/incomplete... what is the author of the note close to ?
- when the credits appear at the end of the game, I would have liked to return to the main screen
- The game felt a little on the short side, but the overall experience was great.
- I was a little disappointed by the lack of a puzzle with the different vials, though (the notes about the colors seemed to hint at some form of interaction between them)
- When the game ended, I wanted to restart it and try different things/see different endings: I think this is the most important thing for an adventure game, and you nailed it
- I don't know if this is by design, but I could not exit the lab without turning the lights on
- If I click more than once on the light switch in the lab, the 'sh*t...' text appears again
- If I enter/leave/enter again the lab, I cannot longer leave the room
- Moving the sample out of the inventory area leaves it floating on the screen while I move across the rooms
- I can leave a note open, and leave a room: the note will stay open in the middle of the screen
- An interesting story, nicely told through a captivating presentation. A little too short, though.
Keep up the good work.