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A jam submission

False CrownView game page

A visual novel point and click adventure about a young boy trying to escape a mansion
Submitted by 1Am2Good4You — 3 hours, 18 minutes before the deadline
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False Crown's itch.io page

Results

CriteriaRankScore*Raw Score
Story#83.0003.000
Audio#92.6672.667
Characters#92.6672.667
Overall#102.6672.667
Visuals#103.0003.000
Puzzle Design#112.3332.333
Funness#122.3332.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The classic Prince and the Pauper story which is fine. The game was pretty much all just pixel hunting which I didn't find all that fun unfortunately.
  • Good effort, but lots of aspects are lacking detail. The story starts alright, maybe a bit cliche, but I was curious where you were going with this. Sadly it felt very flat for me afterwards. Why would the prince need to earn all of these people's trust since everybody thought it was him? All the staff is basically on his father's payroll so treating him badly/not letting him go places was kind of silly. As a prince, he would get them all fired if they showed such attitude towards them. Unless they didn't think he was the prince after all. It was a little bit confusing. I liked the background music, it was very cute. The room for improvement here would be to hear more of the characters talking or at least making some sort of sounds when we click at them. The puzzles were really more of a chore than fun to solve. Finding quest items required moving the mouse across the screen until something glowed blue. I'd rather explore the items beforehand and then connect the dots and come back to them later when I need them. The puzzles were very easy and the dialogue options didn't seem to affect anything since we could run through all the options. The characters were fine, classic point and click/visual novel characters, but they lacked any depth. It didn't help that they were called "Maid B" or "Guard A and B". It'd be nice if they had names or any story. Visuals were ok, I liked the style, however it seemed like the characters looked inconsistently and the background was pixelated. One thing that bothered me for sure was the cook who claimed she stained her blouse due to a lack of apron, while wearing an apron. You could prepare one version of her in a blouse and second in an apron to actually illustrate her wearing/not wearing one. Another detail that would be nice, when the character images show up bigger next to the dialogue box, you could remove them from the background so we avoid characters "cloning" themselves on the screen. Funness of the game needs some work since it was more of an eye rolling chore list rather than anything interesting that would involve a bit more thought. Bring me wine from the kitchen, bring me the key from this person, go to the cabinet, I think what could help here is making it more mysterious, prompting the user to think a bit like "where could I take wine from?" or "maybe the apron could've been mistakenly put away with the linens by the maid after doing laundry" rather than just telling them to go to x and y location. Make the dialogue matter, drop breadcrumbs here and there, like someone could've mentioned something about where the king stores their wine, etc. The potential is there, the main character looked very cute, and I appreciate the efforts! You just need to push it a bit further!
  • Visual novel style with pixel hunting fetch quests, nicely done

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Comments

Submitted

I had a bit of trouble spotting the items that I needed, so I think this would be improved if they were a little more prominent. Cute little story. And I love the art style.

The drawings are stunning! The pixel hunting wasn't all that fun, but the game is well made and the plot and theme connection makes sense.

Submitted(+1)

Well made from start to end, kudos to you! Nice music, nice black-white artworks, although modern kitchen clashes a bit with old-fashioned mansion, hehe. Wish there were branched dialogues with a few multiple endings. 

Developer(+1)

I thank you for your praise. Originally I had my scope far too big for the amount of time I could spend on it. This ended up leaving me with some difficult decisions in terms of cutting content. Linear progression seemed the best way to end up with a experience that had an ending.

Submitted(+1)

The overall presentation is great and I enjoy the classic yet fun story trope. Maybe it's my older eyes, but I couldn't progress past trying to find the utensil to practice with. I swept every screen with my mouse as much as I could but couldn't figure out where to click. I'll try playing it again later and hopefully I can progress and give a more complete review. 

Developer

I apologize for the start of the game. I fell into the trap of developer tunnel vision where things seem easier for me compared to the average player. Thanks to the help of a few playtesters, I managed to put in a hint system to try and mitigate that issue. As far as I recall the beginning is the most difficult, in hindsight not that smart of me. Thanks for trying it though!