The game’s “parser/choice hybrid” description in the blurb is not accurate, I’d say. That, combined with new click options subtly appearing based on recent player choices (e.g. Inventory or Open) was enough to cause problems, at least for a total idiot like me. Some reorganization of the interface may be in order. One thing that would immediately improve the game without too much trouble is to be able to “Go To…” any location directly, after you have found it.
Overall the game is cheesy but playable, and I found the plot reasonable with the exception of the motive of the crime. It doesn’t seem to call for an impromptu murder involving multiple people. I am smh a little over the fact that every mystery has to be a murder for some reason. The flow of the game was intact except for the section after showing Benny the cell phone. Among other odds things, you can have “Think” mention Glen Reed before you’ve heard anything about him.
I did think “Think” was handled pretty well, summing up what you’ve seen so far, but I might rather have the PC react more appropriately to things that he sees–sometimes there’s nothing at all. Indeed, the game is bare-bones descriptively, which also dials the tension down to zero. Having all of the suspects still on hand during the investigation is an ideal scenario for danger and plot twists, but that hasn’t been taken advantage of here.
Another very strange oversight is that the game never mentions what time it is when you begin the investigation. Or I missed it. But I’d suggest adding a watch to the PC’s inventory. Not knowing the time confuses things a little when reported times of events start to come into play. Also, time does not really exist except for changes triggered by certain events, which can be weird in this situation.