Something that I noticed is that the moving animation for young Thomas seems to be a little bit more smooth than adult Thomas who seems to be really stiff all the time.
We've improved our process quite a bit since we created the original Thomas walk cycle, so we plan on revisiting that and fixing it up a bit once we get the rest of the content in game.
I'm not too sure whether it was already out there and I didn't notice before, or if it was a small touch that really got to me.
It was not there before. No one has mentioned it, but when you first go into that hall, you can see the shadow of adult Gabby walking off screen to the right. Then once you get there, you find a mannequin wearing her clothes. (They do look like a trench coat though... D'oh!) The mannequin moves, so it is no longer in the sewing room if you go back there and is standing by the door you came out of. I guess the question is are people seeing the shadow walking towards the sewing room? Without that, I'm not sure the setup is quite as interesting as I had planned.
I think the forest part was even better than the mansion part for the feeling it was trying to convey. The feeling of trying to catch up to Gabby while having a severe case of asthma was frustrating - which I hear was what you were going for, so kudos!
I'm really glad to hear we succeeded there!
With respect to the branch, I'm in a bit of a pickle. If we have an interaction point there, it'd be pretty hidden and inconsistent since there would be no colored object. I want people to make a conscious decision for Thomas to commit suicide rather than just walking up to the edge and seeing what happens. What if I made it so you have to hold the directional button off the edge of the cliff for a second or so? Do you think that would be too hard to find out? In that sense, you'd be kind of "pushing" him off the cliff.
What do you think?
Thanks for your feedback!