comments for Alice's Gaze Demo
sort: go backdeveloper response: Thank you! I’m glad you enjoyed it.
I’ll keep working hard on the full version and try to make it much more complete and interesting.
developer response: Sorry about that, and thank you for letting me know.
I’ll try to investigate what’s causing the Chrome crash. I’m still fairly new to Godot, so I can’t promise I’ll be able to fix it quickly, but I’ll do my best. Sorry again that you couldn’t play the game properly.
developer response: haha
developer response: Thank you! That is exactly the kind of atmosphere I wanted to create.
A multi-buy option for OCDs like me would be appreciated (buy 1, 5, 10, just something so I can keep the numbers of specific multiplier without having to click too many times).
Might get the full game if it arrives, but I'll have to unlock the dining room to find out if it is worth it.
developer response: Yeah, I’ll think about how to design the multi-buy option in a clean way.
I do like that you changed the charge abilities to recharge while you aren't in combat rather than only in combat, feels more natural not to be hammered by being in battle for them to recharge.
Is there any plan to increase the things in the demo, or would you say the demo is big enough for your wishes?
When the official version is released, will it be possible for us to transfer our demo save file to the official version, or will that not be possible?
You said you hope to release the game either in August or September, but may push it to Q4, do you have an idea of the price for the game right now, or is that going to depend on how much you add before release?
developer response: Thank you for playing the demo and for the detailed feedback!
For the demo save file, it probably won’t be transferable to the full version. I’m planning to add some new systems and also rework parts of the early game, so the full version may start a little differently from the demo.
As for future demo updates, it will probably depend on the feedback from the upcoming Steam Next Fest. I don’t have any major update planned for the demo right now.
As for the price, I’m currently planning around $3.99, with a 10% launch discount.
developer response: Yes, I agree that the early progression still has some pacing issues. I’m collecting more feedback and will keep improving it. I think the early game probably needs to move a bit faster. Thanks for giving it a try!
developer response: Thanks! I’m not 100% sure yet. My original plan was around August or September, but I’m now considering adding several new gameplay areas, so the full release may be pushed to Q4 this year.
developer response: Yeah, I played Horripilant too , it’s really good.
developer response: Thanks for the suggestion. I’ll consider it.
I very much dislike the text font. It makes it feel like you made a game and then used some kind of placeholder font without matching it to the game's aesthetic.
Music is good. I like the progression and mechanics.
I didn't like the UI. It's bloated and kind of weird. You could remove at least one window and region of clickable zones, since the traversal UI is duplicated in many places.
developer response: Thanks for the detailed feedback.
The font is something I’ve been struggling with for a while. Because the game supports multiple languages, I chose Source Han Sans for compatibility. It is also free for commercial use, so for a small indie project like mine, it was one of the safest choices. I agree it may not match the game’s atmosphere very well, though. I’ve seen some fonts that fit the aesthetic better, but the licensing costs are a bit too high for me right now.
As for the UI, I also agree that it still feels awkward in some places.
developer response: Thank you! I’m glad you liked it. Alice is happy to hear that :3
I first thought it would increase healing from 20 -> 20.2
developer response: Thanks for the feedback. I can see how the wording is confusing.
I’ll rename it to something clearer, like “Heal +1% of Max HP,” in the next update. I’ve also received similar feedback elsewhere that healing should probably be tied to stats earlier in the game, for example starting with something like “20 base healing + about 2% of Max HP.”
I’m still considering whether to adopt that change, but I agree the current wording and scaling can be improved. Right now I’m also planning a new gameplay update, so I’ll try to address this before June 15.
developer response: That might be true. I designed this game not long after playing Horripilant, so it probably influenced me a bit. I still hope you enjoy it.















developer response: Thank you~