Lovely dreamcore/surrealism vibes, apparently the environment art was done by the one and only Colorfiction (zero-north-zero-west), I assume both 3D and 2D backgrounds, or just 3D parts, I instantly recognized the art style in the first person sections, didn't even have to look at the credits. Even though it's mostly a narrative game with some religious undertones, the visual experience for me was the best part of the game, I thought the characters were interesting, but the core dialogue gameplay felt a little slow, very lengthy conversations with not much cognitive requirement from the player. I finished the game in 4 hours, it's actually longer but I didn’t care to read everything that was there. I thought the writing was enjoyable, I just didn't care for 20-30 minute dialogue sections, I think it's too much, especially in contrast to a game that is so evocative when you just moving around and exploring, I thought it could have been more balanced with the pacing. The game has a skip option which is pretty fast, so if you just want to play for the nice colors and vibes you could still do that. The core mechanic in the game is adapting various "personas" that are represented by different limbs of your character, and you can use them to progress the dialogue with the characters. On a surface it's a cool idea and the limbs are actually animated on the character, but sadly it's a lot more 'cosmetic' than it appears to be, your choices don't really matter in a long run, it's just a fancy layer to what otherwise is a click-through visual novel. Again, I think the exploration between the 3 unique zones was the best part, and I wish that dialogue mechanic had bigger implication within the game, maybe some optional quests depending on the outcome of the dialogue, otherwise, it's a lot of complexity for no consequences. Don't get me wrong, I think there were some endearing moments for some of the characters, the first quest between the siblings was my favorite and I thought there were some enjoyable moments of bonding between them. I enjoy a good narrative and I thought the world-building was good, but if you don't use the skip, some of the dialogue sections are 20-30 minutes, like it just gets very grindy, especially because the dialogue mechanic does not have much weight to it beyond being a nice cosmetic. Where are the optional endings, where are the consequences for saying the wrong thing, I am just brute-forcing every possibility that leads to the same result. Pros: (+) Visually I thought the game was absolutely fantastic, not sure if the "dreamcore" is the perfect word for it, at least the third location had those vibes for me. The game has a nice variety of various art experiences with some first person 3D elements mixed in with 2D. Lovely character design overall, very memorable. (+) Soundtrack was also just amazing, big highlight for the game and overall immersion, just beautiful melancholy vibes from start to finish. (+) I think the game has a good story and characters, it's just a bit of a slog with the amount of text, I think a more experienced developer would have done more narrative during exploration, less narrative on individual screens so you not just stuck there feeling like you playing a book. Feedback: Core dialogue mechanic: - It feels like the mechanic implies player choice and consequences, but ultimately it amounts to nothing but a click-through, press WASD and pick the next correct response. It's a shame that you did such wonderful visual representation of those different limbs while exploring, but what is the implication of those changes, do you ever really have to think if you just offered all of the choices and can simply pick all of them until you exhaust everything. I think what you should have done, is having some optional side quests that would utilize the shape/personas of the character to incentivize the player to explore different combinations, and not just clicking the next thing that you need. Or, you could have done multiple endings based on how you approached the characters. Instead, it's a lot of options that don't actually require much thinking. Writing: - I don't have any problems with the story, but I think the 20-30 minute dialogue sections are excessive, you should have done more narrative while exploring, and I think if the game was more focused, you probably could have gotten the point across with less writing so it's not just a text wall after text wall. - Also I think you should have done more optional writing for side characters, it kinda feels like there is not a lot to interact with, they usually have only a few sentences. Interface: - Maybe you should highlight the travel points if you hover them with the mouse, there were some parts that didn't look like a path, or they were awkwardly flipped with up or down. - Maybe hotkey MAP to TAB or M. Overall Thoughts: 7.5/10 I thought it was an amazing game in a first few hours just because it's so visually striking, but I felt like the dialogue mechanic was largely cosmetic and made me feel like it I didn't have to make smart choices, it's just there to progress the story and all the choices don't actually matter, and for me it largely ruined the appeal of the game. Ideally you should have done some type of different outcomes based on dialogue, or perhaps having some optional quests that would require a specific personas to complete. You have cool animation for different character shapes, and no real use for it, at least give me some side quest achievements or quests, say you must be orange cat to enter cat town, something like that. There is a lot to love about this game, but I think it could have been done a lot better with the variety that it had, ultimately having a very linear experience to what felt like a player-choice game on a surface. Still pretty cool game, just not as great as I hoped. Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/