Well this is way better that it looks, just like that sonic game with the camera mechanics. I'm not sure people can tell why I say that, but it's worth a watch.
It seems like the sparkle trail leads you to all the interactive bits. When you play the actual game, are there more things to see than just the mandatory plot advancing bits?
It's a walking sims, you would have to see the whole thing to understand my point. Even then I'm not sure lol.
- I think this is one the first game (with gynophobia) I see, which are made by people completely absorbing the rules of pure narrative of game instead of "thinking" about how to do it (like dear ester, gone home, etc ...).
It's entirely made of asset flip from the unity asset store and there is little technical expertise in the execution, so I assume the author is a total beginner with little experience.
The narration is actually complex and use many different technique, maybe influence by some movie (some people drop Donnie Darko, I haven't seen it but the plot don't seem to match). There is a clear leading to the end. The beginning is confusing but the structure get better and more clear toward the end.
The interaction are not well design and are simplistic, they could do better but there purpose works well in what they tried to achieve past those flaws, it would be easy to fix.
You see when you are a craftman and you learn to use a hammer, everything is a nail. Sometimes you need a reset to consider how to use the hammer, it all started with passage, then there was FEZ, the path, dear ester, amnesia, stanley parable, vanishing of ethan carter and gone home. Mostly made by veteran who still thinks about nails with hammer.
This game was made by someone who take narration in game as granted, not as something on top of gameplay. It does have problem, interaction are simplistic, direction could be better, but it does use anticipation in a great way. It start sloppy but the structure and execution become more coherent.
The big win is how he use structurally the emotion of the character as truly first person, you are not you, it use a subjective first person instead of the typical objective one. Emotion is also a gating and scene flows by following not a chronological order but the escalation of emotion.
Which lead to another innovation, the constant use of vignette as scene to control the progression instead of the typical continuous map as in the hammer and nail design of veteran. It's not obvious key and locks (although he do use locks and key) but setup and conclusion, which can be nested, it's already more sophisticated than any of the veteran's works.
You can call it shit, I call it fertilizer, this and gynophobia are games that told me something is happening. And just like we use to look down on fan game until they gave us great games (freedom planet, undertale) this will lead to a new generation of designer who are just native of expressive game instead of trying to figure it out like I do and many veteran struggle.
@silber
It's an all purpose pad, that would only be top if the touch have screen. It allow you to play KbM game, but not hi level Dota/RTS/FPS. Also only for steam. Couch Europa universalis or Crusader king seems to be fine though.
However if it's just for gamepad centric game, a gamepad will be better because design with it in mind and you are already trained to it, so it's fine to baby duck on this one.