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Took me rouhgly 40 minutes to complete.

Mostly game is fine, and basically I felt like wanting to play it, however, Whole time I was sort of expecting for the story to come out and get me interested in it.

As in, it felt like the story never really started, but I was basically expecting something to happen that would suck me in to the story, which never happened.

So I guess the point was that the demo at beginning was what was supposed to get me interested in the game, but I was still expecting something else to make me more interested.

And like reason to go to that estate didnt seem strong enough either. As in, he had seen a dream of the estate and decided he should get there, but when it seemed to be difficult, it didnt seem like it was strong reason enough for him to continue there still.

I guess the dream should be emphasized stronger, as in, he keeps constantly seeing the same dream, and now he has to find out what that dream is about. Now it felt more like he happened to once see a dream of the estate and decided to go there, but after it became difficult, he would give up.

I liked how some dialogs were shaded to indicate they had been used or something, that however bugged heavily, shading wrong dialogues.

One thing I found confusing was the placing of some of the entrances. That when they were in corner, or bottom, they alays felt unnatural. Not that big a deal, didnt seem to prevent me from doing anything, but just felt unnatural and disrupted the flow a bit. Especially in Pub I constantly kept going to left side thinking theres a door there with exit, when it was actually on the bottom middle of the screen. I also once accidentally went out when I meant to go talk with the boy with the pig.

Puzzles were quite solvable, however, couple of times I was bit confused.

One of the main things was the idea of that food delivery man for animals.

I was first just checking the van and trying to use it, only at ender part of game did I realise I can open the vans doors and there are carrots. At that point I understood that I probably need to do something about them, and bit later understood idea was to get the animals to sleep.

But main point was that Until I opened the van etc. I didnt quite think I needed to do anything for the animals.

And main difficulty with this whole puzzle was in figuring out how to get the delivery man to leave.

Confusion came because first with mushroom seller you couldnt use card, then you go inside, talk with the drunk, and you can buy all those drinks and he uses cards happily, then you talk with the delivery guy, and he talks of that strange named drink, which I didnt recognise, but your character wouldnt buy it to him, like he did for the drunk, so I kept constantly thinking that maybe it isnt a drink after all, but something else due to strange name. But main point here is, until you have actually figured out the van has carrots, and there is veterinary possibility, and have found the mushroom, seen the enclosure etc. and drawn the dots together, there is no reason not to buy that guy a drink.

Especially since I got actually confused that idea was to get that guy that drink, so he would drive me there then.

So at beginning, when you first time talk with the delivery guy, it is very strange you dont have an option to just buy him that drink and get him to drive there.

And then at later point when point is to simply buy the drink, you keep missing it, since you already had tried that before, and nothing seemingly changed, and yet, you are simply to talk with him again and buy the drink.

I would say two changes would be good. First, change his drink to something like Vodka, which everyone recognises, not some umami something whatever it was, which not everyone recognises. That at least saves you from going to chase for this strange ingredient which doesnt exist.

Second is that it should be emphasized stronger that even if you do buy that drink, he is not taking you there, since I misunderstood it as a quest to get him that drink, instead of point being that you didnt buy the drink because it didnt help you.

Players character could maybe have a dialogue option of something like "I buy you that drink if you take me to mansion" to which that driver can then refuse.

This way at least player understands that he can buy the drink, as long as there is incentive to it, and perhaps understand to come back to it easier.

I also appreciated how you had designed this. Like the mushroom place having that path was very nice addition, saving some walking.

However, regarding walking, I would like two things, character to move faster, and clicking twice for the character to instantly jump to the location he is walking to. That would be nice way to speedup things, especially when wandering around trying to figure out what I am missing.

It would also be nice to be able to change between storymode and classic mode by press of a button. Main point here that at beginning when it asks which mode to use, you dont quite know what the difference means. I first choce the story mode to see what it is, then restarted the game using classic mode.

Oh, and the very beginning of game felt too much exploration instead of getting to do something.

I was basically wanting something puzzle thing to do very fast. Just something simple to get on with it. Like maybe wind takes a paper and it flies to the tree, and character says he wants to recover that stick before going anywhere else. Then there is simply a stick on the ground, and you use the stick on paper to get it.

Just something simple like that, just to get going with the puzzle solving. Now it took bit too long for the first puzzle solving to take a place for me. I also missed checking the bus stop to find the wallet at beginning.


Basically this is pretty good Point n Click, but, competition is extremely fierce in this market, so im not convinced this is good enough to get above the crowd yet.

Humour didnt work too well with me, felt bit short of the ones it was taking inspiration from, but puzzled felt close enough to Maniac Mansion, Zak McKracken and the likes, but would I play part 2? I am bit 50/50 on that. Had it continued right away, I would have. But main problem is the before mentioned that I did get story from the demo at beginning, but that story didnt advance forward. At point the Part 1 ended, story was still the same, I had no new info about it.

To take ZakMcKracken as example, they kept showing those cutscenes about the aliens talking at the shop, which gave you more story to the game.

Right now at beginning aim was to get at mansion, at end of part 1 you got to the mansion, so at start of part 2, you are basically still just going on to the mantion, although you are already there, i guess. And nothing new was revealed.

Had you revealed more about the story, you could have got me hooked to play the rest of the parts, now it is more of that I will be passively keeping an eye on part 2, that if I happen to see it, I might play it, since I did enjoy this in way of that it did give me bit similar feeling as Maniac Mansion and Zak McKracken did, although this is not as good as they are.

Thank you so much for such detailed feedback! You've given me a lot of really useful information. :)

Part 1 is mainly intended as an introduction, where the goal is to find a way into the estate, while the main story really starts unfolding in Part 2.

But I think you're right that something is missing in between. I'm planning to add a short dream cutscene during Part 1 that connects back to the intro and gives the player a stronger reason to investigate the mystery surrounding the estate.

Unicum is a Hungarian herbal bitter, and I completely understand why the name was confusing. That's exactly the kind of thing I wouldn't have noticed myself, so thanks for pointing it out! I'll make it clearer in the game and also rework the delivery driver's dialogue.

The writing and humor are probably the trickiest parts for me. There's also a cultural challenge: for Hungarian players, places like Hatvanpuszta, the zebras, and the real-life political figures behind some of the characters carry a lot of meaning and absurd associations. For someone unfamiliar with Hungarian life , much of that context is simply missing.

I'm finding it quite difficult to make those jokes work for an international audience without having to explain them.

By the way, did you happen to read the in-game journal? It introduces the characters and provides some of the real-world background behind them. Most of these characters will appear in Part 2, so I'm curious whether the journal helped make the setting more understandable.

I write everything in Hungarian first, then translate it into English with AI and play through the English version myself. I can understand the English, of course, but as a non-native speaker, it's hard to judge the finer nuances and whether the jokes actually work. I'm considering asking a Hungarian friend who lives in England to help polish the translation.

About the interface: you can actually switch between Story Mode and Classic Mode at any time using the 9 / C icon in the top-right corner. I probably need to make that more obvious!

Thanks again for taking the time to play through the whole chapter and write all this. It's exactly the kind of feedback I've been looking for.

And one last question: would you be interested in testing the game again sometime, perhaps when Part 2 is ready? :)

"I'm planning to add a short dream cutscene during Part 1 that connects back to the intro and gives the player a stronger reason to investigate the mystery surrounding the estate."

Also, another part is simply giving some new info some other way, like basically there is that small amount of new info of that mansion seems to be very tightly secured, however, that wasnt enough to be a "new info" in sense that already when you see a mansion in a dream, you think it is a mysterious place, that it has security guards etc. around it, is basically just that same "it is a mysterious place" again.

But main point being, that new info can come also some other way, like the previous example. It just needs to be some actual new info, and not repeat of the same type of info.

"By the way, did you happen to read the in-game journal? "

I did check the journal, three times I think actually, but I couldnt figure out how to turn the pages, so I only saw the first page which, if I recall right, told that many of the characters are based on real ones, but no example was given in the first page.

"About the interface: you can actually switch between Story Mode and Classic Mode at any time using the 9 / C icon in the top-right corner. I probably need to make that more obvious!"

Actually, perhaps no need to make it more obvious, I saw it in the settings options, tried it (pushed number 9 and S) but nothing happened.

Settings seemed to be talking of 9 and S instead of C. I thought it meant switching it in real-time, but as nothing happened, I thought that switching meant something else then. Hence I thought it wasnt there, but actually it was, just didnt happen, which could be related to browser mode too, not necessarily that it isnt working at all.

" would you be interested in testing the game again sometime, perhaps when Part 2 is ready?"

Possibly. As I said, I am bit 50/50 on wanting to continue playing. If it would be ready right now, I would, but a month later, who knows.

Feel free to message me about it, and I might well be interested, since I did enjoy playing the game, as it did feel enough like the old Maniac Mansion and ZakMcKracken, and I also liked that the plot did feel like a new kind of environment that suited the feel of those old ones, instead of being too close to them, or not feel like something they could have been at all.