7 comments
  1. Good use of physical media, and the writing is solid.

    I feel that your choice of subject is making the game suffer. For me, engaging choice relies heavily on giving the player novelty, and you chose a subject that most students have considered before at some length. You unintentionally gave your audience a set of questions they already have an answer to, making the game feel very short

    Using a lot of white makes the dialogue options hard to read at times (just make the choice boxes darker/opaque).

  2. Love the visuals but it feels very rushed, why did you drop the interactivity in the most crucial moment? You can take another week to develop it properly.

  3. It’s clever how you funneled the player towards the same scenario regardless of their choices, though each was different enough to add to replayability. While I liked the endings, I did feel like some choices led to the flirt ending when I wasn’t intending to (I was switching in between good and bad student answers). Also, I would change the font color of the character names and choices: lighter colors might be easier to read.

  4. I agree that the game feels rushed. The visuals are interesting, but the lack of agency and the funneling towards unexpected endings left me confused and unsettled. Adding some more branches at the end might help with this.

  5. The visuals have some inconsistencies, especially with the image of the professor vs everything else. I do like the power relationship shown in the positioning and size of the images of the professor and the player character in the office scene though, very smart. I’m not opposed to the water color-y look but the photograph of the drawing messes with the color of the paper, and that’s distracting for me. I wish there was more of an emotional punch at receiving that email, playing with the language or image my deliver that more poignantly. Since the crest of the emotional arc is in the office scene, and that scene is so familiar to us all, you could push the small details. Taking into consideration body language, desire to weasel out of trouble, gender relations between player and professor, etc. you could make a player really feel like they were trying to manipulate the professor (if they wanted to.) There’s an interesting thing happening with me as a player not knowing if I, the player character, actually cheated.

  6. I agree with the others that I felt like I wanted a bit more agency in terms of how my decisions caused everything to turn out in the end. I will add though that it could be very effective to intentionally play with a design where your decisions don’t really affect the ending as a way of making a point about the subject matter through the form. Either direction could work if you commit and plan around it.

  7. As university students, the environment presented in this game is probably among our worst nightmares. While this scenario is all too real for some of us, I think this can game can be changed from tense to hilarious, by adding a just few more options. Maybe instead of trying to be coy with the professor, why not punch the professor in the face? Or try jumping out the window? Or maybe even something fantastic and impossible, like turning into a fire breathing dragon to incinerate the professor and the assignment? I know I’ve wanted to do just that a few times…

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