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Reviews for "The Grand Grimoire Chronicles - Episode 3"

I have been playing your adventure games, and I love them! I know you are good about fixing bugs, but might I also suggest working on the grammar? I think it would really elevate the game if the intro was more solid. I wrote out the first part and got rid of some redundant phrases and minor errors.

Whilst scouring a newspaper from the north west of Scotland, I came across the headline "The Curse of Brookrath Isle Strikes Again". At first, it appeared to be nothing more than a sensationalist headline. However, the contents of the article held some disturbing truths. Some local children had gone missing, and it is implied that they went to the island to test out a myth. It is said that anyone who spends the night on the islands will suffer the "curse of Brookrath" and die.

JeffreyDriver responds:

Thanks. I'm glad you like the game. I'm not much of a writer. If I could use your intro I'd be happy to credit you.

The music and art style are great, and the storyline was intriguing enough to keep me playing until the end. The island gave off an ominous and spooky vibe, and exploring it was really fun.

Like some other comments have mentioned, this game does suffer from having too much "empty" space. There are entire scenes (e.g. the houses in the beginning) that serve no gameplay purpose. I understand that their purpose is to add to the game's immersion, but the clickable areas in these scenes effectively act as red herrings and make it harder to advance the game, especially when the player gets stuck.

Additionally, there are so many areas that can interacted with that it's sometimes difficult to tell which areas actually advance the game. The crack containing the triangular stone is a good example of this. Why are all the cracks able to be interacted with if only one is actually important?

Lastly, when I smashed the stone tablet with the hammer/mallet, I ignored the "Game Complete" message and exited the scene. I wanted to see if the spirit left anything behind, and I expected the message to still be there when I returned. Unfortunately, the message was gone, effectively soft-locking the game. I was forced to restart the game, but I was soft-locked again when the rusty crowbar did not appear in the first warehouse.

Overall, a great game, but with some kinks to work out. Keep up the good work!

It took me a couple hours to figure everything out, and when the Final Button appeared, I decided to go a couple locations back. And -- ouch! -- the Final Button was gone, and now I probably have to replay. I consider this a bug.

Otherwise, it was great and enjoyable. Cheers to the author!

Update. While I was replaying the game, it froze at the combination lock. I reloaded the page and continued the saved game only to find it at a much earlier point, with the in-game soundtrack overlaid with the one from the main menu. Downgrading the score until the bugs get fixed.

JeffreyDriver responds:

Thanks for the feedback. Completion checking happens when you interact with an object, I suppose it should also check on scene switch. Saving should happen every scene but I'll look into it. Cheers.

Sad. Not entertaining. Not smooth flowing. Sigh.