Twelve Minutes (Xbox One) - First 1 Hour of Gameplay (SPOILER ALERT)
SPOLIER ALERT!!!
Looks like the game is well loved, but not for me.
The UI/UX was unintuitive. From the start, I have to "continue," even though there is no game to continue in to. Why not offer "start" for new players.
I "found" the first door's key from no where at 5:30. I was clicking on another door and then the game "found" the house keys for me. It left me wondering what am I in control of.
I could not open the first door even though I found the key at 6:15. To open the door, you have to drag the key onto the door. If you click on the door while having the key, the dialogue leads you to believe your key is for another door. The dialogue pushed me 180 degrees in the wrong direction, to go outside to find the keys. An early win -- opening the first door -- left me confused and then I questioned how many puzzles I will get stuck on even when I found the answer.
Another part that failed for me was I could not prove to my wife I was in a time loop by talking about her pregnancy, or her book, and other things I knew from the past loops. The proof has to be an object, not information, even thought the objects are use for information. If I clicked on my wife, I could not click on "her pregnancy" or "her book."
Where I lost interest finally is when I found out (by reading spoilers) that the game limits you each loop so it's made impossible on purpose until you loop, I think, 20 times... Could be fun if I was in a different mood. This time, though, I felt stuck and failure after failure felt like it was on me. I did not feel like I was making progress.
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Matthew Doucette (Xonatron)
http://matthewdoucette.com/