Do Good Deeds . . . by Sissy
Playtime: 28 minutes total (23 minutes for the first playthrough)
This made me want to talk about:
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Modis has such a cute little smile in the art!
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Most of the text in the game is timed text, and . . . I dislike it! It makes the game take about twice as long as it needs to, and my engagement is worse because I switch to a new tab every time I can’t take waiting anymore. There was also a noticeable number of typos, and some text / interactions that felt unnecessary (before I can help the hare I have to introduce myself and ask its name and ask what happened and ask if it’s hurt? Mein Gott)
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Look, I’m a curious person, so I did a playthrough and performed zero good deeds, and I can report back that there’s a “bad end” screen that tells you you made zero friends. Fair enough.
(OK, I did my experiment before I read this, but I stand by my methods!)
My fervent wish:
Within the theme of “helping others is good,” I wanted the selected examples to be a bit . . . weirder? My favorite was probably the one with the hedgehog (that led to the sea urchin joke), which had a pleasing sense of novelty and absurdity. Whereas, a squirrel forgot where they put the nuts? I’ve seen that before. Try channeling, for example, the joyous bizarrety of the premise of If You Give a Mouse a Cookie. I also didn’t think there needed to be quite so many incidents.
At root, a sweet-hearted storybook of a game with issues of pacing and polish that make it hard to play.
Gameplay tips / typos
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On squirrel page, check spelling of “squirrel” and “problems”
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On beaver page, check spelling of “conversation,” “ignore,” and “skeptical”
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On scarecrow page, check spelling of “continued”
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On the bad end page, check spelling of “friends” and “alone”
