4 comments
  1. I was thrown a little too fast into the scenario and didn’t have much time to wrap my head around what was happening until the second playthrough. But the dialogue branches in an interesting way despite reusing certain labels. Some more time and dialogue to introduce the world and the consequences may be helpful to the player.

  2. Images have a white border around them, which I’m guessing arose from when you cut them out of sources with white backgrounds — I think what you want is like an anti-aliasing or semi-transparent border pixels (I think I know how to do this in GIMP if you’re interested)

    For the beginning chat, it’s not clear immediately who’s speaking since both characters are already on-screen. Having one come in at a time and then say something might fix that.

    The world itself is quite rich and interesting, but the dialog choices seem to be very black or white – either you’re nice or you’re not. An interesting direction might be to try to negotiate peace, which gives plenty of opportunity to introduce choices where it’s less black/white what is right. (See http://www.peacemakergame.com/ for something like this)

  3. Being thrown into the middle of the scene right away was jarring, and it wasn’t clear for a while who I was, if anyone. There’s also next to no buffer text to explain context and setting, which adds to the confusion. There’s definitely some interesting political stuff going on, and you have a sense of the characters, but it seems like you could’ve done more with these things, narratively speaking.

  4. I like the writing and I don’t mind starting in the middle of the action but there’s definitely a lack of exposition for the scope of the world and the choices I’m supposed to make. I also didn’t quite know who I was.

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