Awesome, I really like this. This is exactly the kind of stuff I love to see on Newgrounds.
The design of the game is strong. Walking around is comfortable. While unusual to see WASD for a game like this, I have no complaints. It's very smooth and is seamless to walk around, helped in no small part by the animations of the main character. Click to move wouldn't hurt though. Interaction controls on the other hand are a bit unintuitive. The instructions and experimenting around eventually make clear how to interact with the environment, but it takes getting used to. The puzzles at this stage are simple, but adequate. I assume because it's the beginning? While there's no wacky moon logic puzzles to figure out, there's no particularly challenging puzzles yet either. The coin puzzle I solved by accident and laughed at, so that was funny. Replacing the usual flavor text of newer point and click games, the return of '90s style clickability is very entertaining, which also makes sense based on the unique setting. I cannot call the gameplay exemplary, as it could probably do with some more tightly designed puzzles and more depth (at least with what I've seen in the demo so far) and/or inventory interactions. The fighting especially seems to come out of total left field gameplay-wise (which is maybe the point). It's lucky I'm already used to arcade-based reflex gameplay as a player, otherwise this change would utterly alienate me. While they can be fun and add variety, non-optional action sequences are a very poor fit for otherwise deliberate, slow-paced, and non-violent gameplay, even if they're well-designed (which this is). Any player who isn't already used to arcade-based reflexes will be thrown for a loop, as it asks them to recall skills that they may not expect or already have, and the rest of the game doesn't cultivate them. It's not like the core game heavily alternates between integrated combat and exploration—it is just an occasional minigame that asks for an entirely different skill set and can't be bypassed. It's like a sudoku player being asked to win a round of arm-wrestling in the middle of the puzzle. But overall, I would call the design quite strong for the genre. Great feeling navigation, decently fun puzzles, joys clicking on every object in each room, helpful NPC interactions, and it leaves me wanting more.
The storyline definitely conveyed what it was about and I never felt as though I was missing something I wasn't supposed to. I mean, I felt I was missing something, but in the way the game intended to. This is definitely one of those semi-abstracted plots that require both attention and detachment to make sense of it, so I felt I was along for the ride, not lost more so than I believe I should have been. The intrigue was very strong and I was very curious and felt compelled to see where it led, to see if the broken surreal pieces of the nostalgic and off-putting puzzle would fit into place. No hand holding at all in that regard. My favorite character was Tip. What's nice is that the slow pace allows for you to decide how much you want to soak up the information. I loved hearing the drawing talk muffled back to me, guessing the password as "...password?" and laughing both when I thought it was right, and then learned it was wrong, and more beyond that. No complaints there.
From the visual and sound aspect, the game executes the style perfectly. It's consistently highly polished, with great attention to the small details to not only the clickable objects, but to superb sound design as well. It really adds a sense of joy exploring every little nook and cranny and moving the character around. It just feels… good. The place where classic graphical techniques and modern sensibilities collide. Add to that the insanely charming dialogue and character expressions. Fantastic.
As a wholesome experience, the demo is totally cohesive, with the gameplay feeding into the context and vice versa. This is seen in instances such as the player being an identifiable entity in the context of the story acknowledged by characters, cheesing the game and politely acknowledging it, and umpteen touches upon those really makes it feel like you have a presence and agency in the setting, which works wonders for investment and immersion into this bizarro setting. The tone wonderfully skirts the line between unsettling and cutesy and inviting. The sum result is quite engaging, never knowing if your next encounter will be warm and fuzzy childlike glee, or a glimpse into the darkest recesses of your mind. Great stuff.
Overall, Endacopia is great. Super fun, weird, charming and funny. So many fun little touches, between the art style changes, clickable interactive elements, and the surreal, uprooting setting. It is a bit clunky though (I never could quite figure out how to kick the ball, and the talk music with Tip got stuck and played after I left until the loop ran out), but I have a particular fondness for point and click adventure games, and the mild shortcomings of the gameplay notwithstanding, the demo not only engaged me on a purely game level, but through strong feelings and thoughts that only good art can. This is something really special here, and the net result leaves me hungry for more. I'll be following the full game's development for sure.