Mansion be tripping balls.
Fomar0153- 10/29/2013 04:19 PM
- 686 views
Darga is puzzle game. Deadlines can be a mixed bag. They help most of to finish but we often have to make sacrifices e.g. cut content, not fully develop ideas. Unfortunately this feels like the case with Darga.
Story
Darga is the main character, a young boy with a vocabulary beyond his years and who is rather unconcerned about his previous life experiences and current predicament. He comes from what we gather is an abusive house hold, in particular a violent step father and a negligent mother. He then wakes up in haunted manor (in some ways it can also be called an abusive house hold - maybe a metaphor for his life?).
Some of the story is told through scrolling text and I didn't manage to read it all in time, but I did manage to piece together the general story. Darga naturally is trying to escape the abusive house hold/haunted manor and is aided by a spirit to do so.
I feel like there were a couple of hidden depths in the story but due to delivery I wasn't really able to fully appreciate it. This was due to notes I had trouble reading and the story taking a while to come together, the start of the game is disorganised from my perspective as a player.
Graphics
The mapping initially is fine and consistent but when the mansion enters spooky mode it becomes strange. Like columns of earth in rooms. It is intentional and done for effect but coupled with poor lighting it adds a false difficulty and can be quite jarring.
Gameplay
Like the rest of the game, good ideas but rushed delivery. In an effort to help make this constructive as possible lets take a few examples and brainstorm a few ways that the experience could be improved for players.
In the early game there is a section where you loop round a series of room each time with more and more furniture disappearing. If the first room where the effect happened had made it more clear what was happening to the player it would have helped reduce confusion. Ways I can think of; say if it was a lamp that vanished then Darga could have said, "Why's this room so dark? Wasn't there a lamp?" or you could have visibly shown the furniture fading from existence.
The rotating furniture rooms. I realised the room was changing but it was a while until I realised the room was rotating every step. The issue was that I never really time to see what I was stuck in, I mistook the settee for a hole for a while. You could even have had Darga work out what was happening if the player got caught say 5 times, "Woah! Everytime I move the room turns."
One thing I do feel games need to try and be at all times is consitent, the enemies that moved when I moved weren't consistent, some had inverted movement some copied me more closely and some felt like a mix. It's all so jumbled and led to a confusing experience as a player. I would recommend redoing those puzzles and making the enemies all have the same movement pattern i.e. If I go up then they all go up, not some go up others go down. Or if they have to be different could they be coloured? You could even have a book explaining the meaning of the colours.
Et cetera
I think I've said everything I want to but I do feel the need to reiterate, there are good ideas here but they are not fully fleshed out and possibly needed more refining with more time for implementation. But at the same time it's clear that a lot of effort went into this game, it's just a shame that the delivery wasn't as good as it could have been.
Anyway here's my playthrough if you are interested (it's in two parts because I thought I had found a game breaking bug - but I hadn't).
Story
Darga is the main character, a young boy with a vocabulary beyond his years and who is rather unconcerned about his previous life experiences and current predicament. He comes from what we gather is an abusive house hold, in particular a violent step father and a negligent mother. He then wakes up in haunted manor (in some ways it can also be called an abusive house hold - maybe a metaphor for his life?).
Some of the story is told through scrolling text and I didn't manage to read it all in time, but I did manage to piece together the general story. Darga naturally is trying to escape the abusive house hold/haunted manor and is aided by a spirit to do so.
I feel like there were a couple of hidden depths in the story but due to delivery I wasn't really able to fully appreciate it. This was due to notes I had trouble reading and the story taking a while to come together, the start of the game is disorganised from my perspective as a player.
Graphics
The mapping initially is fine and consistent but when the mansion enters spooky mode it becomes strange. Like columns of earth in rooms. It is intentional and done for effect but coupled with poor lighting it adds a false difficulty and can be quite jarring.
Gameplay
Like the rest of the game, good ideas but rushed delivery. In an effort to help make this constructive as possible lets take a few examples and brainstorm a few ways that the experience could be improved for players.
In the early game there is a section where you loop round a series of room each time with more and more furniture disappearing. If the first room where the effect happened had made it more clear what was happening to the player it would have helped reduce confusion. Ways I can think of; say if it was a lamp that vanished then Darga could have said, "Why's this room so dark? Wasn't there a lamp?" or you could have visibly shown the furniture fading from existence.
The rotating furniture rooms. I realised the room was changing but it was a while until I realised the room was rotating every step. The issue was that I never really time to see what I was stuck in, I mistook the settee for a hole for a while. You could even have had Darga work out what was happening if the player got caught say 5 times, "Woah! Everytime I move the room turns."
One thing I do feel games need to try and be at all times is consitent, the enemies that moved when I moved weren't consistent, some had inverted movement some copied me more closely and some felt like a mix. It's all so jumbled and led to a confusing experience as a player. I would recommend redoing those puzzles and making the enemies all have the same movement pattern i.e. If I go up then they all go up, not some go up others go down. Or if they have to be different could they be coloured? You could even have a book explaining the meaning of the colours.
Et cetera
I think I've said everything I want to but I do feel the need to reiterate, there are good ideas here but they are not fully fleshed out and possibly needed more refining with more time for implementation. But at the same time it's clear that a lot of effort went into this game, it's just a shame that the delivery wasn't as good as it could have been.
Anyway here's my playthrough if you are interested (it's in two parts because I thought I had found a game breaking bug - but I hadn't).

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I agree with almost every single point here. If I make a Redux version of this game in the future, will you review it? I will change quite a few things, and make it quite a bit longer. Also, it will be a lot less confusing. This was very much rushed.
Thanks for taking your time out to review this.
Thanks for taking your time out to review this.
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