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Reviews for "Asylum Survival Escape"

the colour code take me ages to do but i finaly did it

Thank God, none of that annoying Orb-collection. 4 stars for no orbs! Good job!

This is a good experiment in multi-part gaming. This one however is lacking story. More notes to discover leading up to some sort of understanding of what is going on would be better. Why in the world would I go to bed after running around discovering things that make really no sense, because of lack of story? In a panicked situation pure adrenalin would keep you going until you were free. How does the character know that doing all these disjointed things is going to allow him to escape? There needs to be some uncovering, like finding other notes or a photograph to jog the character's memory and let the player learn about why the character is there and why he is doing all these things in order to escape. The building of fear and wanting the character to survive would be more immersive, otherwise why should I care if they escape. If you want the character to sleep, which they instinctively would not do in this situation, you should have them find food or water that is drugged, forcing them to end the day, or fall though a floor and fade to black, waking up the next day. I like what you are doing but would like more detail to understand what is going on.

selfdefiant responds:

Thanks, I like your ideas!

I don't know where ANYONE else got from T = 20 to 522912, so you'd better make that, say, about 90,000 times more understandable. If that's some obscure reference, it's so obscure Google doesn't know it. Seriously, this makes no sense.

The color wheel puzzle made some sense, although turning that around to appease the gods of gaming was also little fun. And why does pushing the barrel around not deplete your energy? That was a long, difficult route for that barrel to traverse. The shove-r should be hot and sweating! And when I was done, I didn't even know it. Maybe a little clue to head back to bed instead of looking around for what I needed to do next?

In all, I'm pretty disappointed. I hope the next one doesn't require me to use the walkthrough.

One irritating typo: "You uunscrewed". I don't know how you code but if you put all your in-game text in the same file (which I understand is what people doing the multilingual games do - they can then just pick the relevant message from the French or German text file if the language settings so determine) then it'd be more straightforward for you/a friend/spellcheck to scan it through.

I wonder why the "he" in "where" was missing on the note - there might be a reason but I couldn't spot it! The code was nicely done, "T = 20" is a good hint.

I do wish people who reuse photos like these would give a credit somewhere (in the game credits?) to the original photographer, because the photos are amazing and they should probably get some recognition for it! I personally don't like point and clicks with the photographic or photorealistic backgrounds unless there is a highlighting system for interactable objects - the screen feels too "busy" otherwise and it's hard to know which potentially-interactable-looking place to click!

I like the backpack system. Improves on your desert island games where you can get stuck due to limited inventory.

selfdefiant responds:

Thanks, I normally do pretty good on the typos, they get through sometimes though. Also I forgot to add the credits for the photos in this game, all of my other photo games have one. Most of the photos are from Andre Govia From Flickr. He's great!