Thanks for the feedback!
4) The game launches and exits very quickly. What engine are you using?
It's my own custom engine programmed in Pascal and using SDL+OpenGL.
5) I like your credits! I especially like that you're thanking the developers of the free tools you've used. I think that's an important thing to do, even if it isn't required. I'm doing the same in my game.
Yeah, I feel like thanking/mentioning any free tools you use is the least you can do. Those are some really awesome tools for free!
1) Adding an additional Windowed (Fullscreen) mode (on top of Windowed and Fullscreen) so that the game window doesn't minimize when it loses focus would be helpful.
I don't think that's possible in SDL anymore. It just has basically FULLSCREEN and NOT FULLSCREEN.
2) Usually games don't continue to produce sound once minimized unless the player selects an option to enable that.
Good point! I should be able to just pause the game when minimized (which will also stop sounds/music). Or just mute it when in a menu where you can't pause.
3) When selecting a resolution, I clicked on one in the list, and it gets populated under the "Custom Resolution" heading... but it isn't a custom resolution. It might be better to leave that empty and leave a highlight on the one the player actually clicked on.
Hmmm. Yeah, that might be better.
4) Sound effects are very loud compared to the music. A Sound config dialog can help the player balance these volumes.
You can set music and sound effects volumes separately in the options.
5) Is the Apply button in the Settings dialog really necessary? Or can you just apply the changes as the player clicks?
The apply button appears when the game has to reload/reset the screen to apply the settings, so it's necessary when changing the resolution, fullscreen/windowed, constrain mouse cursor to window and the like.
6) The mouse moves really slowly (2560x1600 full screen)
I'll have to look into trying to implement some mouse acceleration. The issue is that I get the current mouse position from SDL, and this is based on the screen resolution, I believe. So the higher the resolution, the slower the mouse will feel like it's moving. I believe it's moving the same amount of pixels, but on high resolutions, there are of course more pixels, so it doesn't "travel" as far.
7) Regarding your credits, I use freesound.org as well. (They're a great resource!) You aren't listing specific licenses, though. If all the sounds you used are licensed under CC0, you're fine, but many sounds up there are CC BY, or even CC BY-NC (which can't be used if you're intending to sell the game).
I only use CC0 or CC BY (but include all of them in the credits). So, yeah, I guess I ought to include more info...
9) Got the knife in the drawer, but I wasn't able to figure out how to put it in inventory, equip it, or anything.
I take it you didn't get far if you didn't figure out how to take/equip the knife?
You take an object from a drawer by dragging it to the bottom bar (your inventory). This is where the envelope of cash was at the very start of the game that you dragged onto the bouncer to give it to him. You equip a weapon by dragging it to one of the boxes on the left or right of the inventory (if you move the mouse over these boxes, it will tell you this).
10) While I was trying to figure out how to get the knife, I missed the conversation I was supposed to overhear. A scrollable corner dialog (like what most MMOs use for chat) that lists the things previously said to / near the player would be very helpful.
All these kinds of conversations are just flavor/world building. They don't give you required information. So you won't be stuck or anything if you miss them.
11) I also ran into a problem where I tried to click on a table and it instead opened the door. Also, even when the door was highlighted, it wouldn't open when I clicked on it once I'd gone past it. It was frustrating, because it meant I couldn't go back the way I'd come and try to get the knife again, and so I had nothing to attack the bodyguard with. So I had no choice but to kick him in the crotch repeatedly, which was entertaining but ultimately not very effective. Then he called his buddy in and I died.
Did you left-click on the door instead of right-clicking? Left-clicking is the walk button, right-clicking is interact. But if you click to walk to a tile and the path to that tile goes through a door, you will automatically open/close the door. So there isn't much need to click on doors (except for summoning an elevator).
Again, thanks for giving the game a try and providing feedback!