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All That Is Lies Ahead's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #82 | 2.449 | 3.000 |
Fun | #83 | 2.041 | 2.500 |
Innovation | #87 | 2.041 | 2.500 |
Scope | #91 | 2.041 | 2.500 |
Completeness | #106 | 2.041 | 2.500 |
Overall | #108 | 2.109 | 2.583 |
Roguelikeness | #111 | 2.041 | 2.500 |
Ranked from 2 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.
Completeness - 3, Aesthetics - 2.5, Fun - 3, Innovative - 3, Scope - 3, Roguelike - 2
I absolutely love / enjoy this idea / experiment of a bot-driven "game". Despite the format, I found it a unique entry and had a good time reading along as it went on. Along with the "speed up" button, I was definitely looking for a "slow down" option. There's a lot to be said about slower pacing helping to drive / create a story..
Hopefully you do some more experimenting with this idea - they can be quite a lot of fun.
It feels like your adventurer will always non sequitur into a neutral state at the end of any scene, until you win or die. It makes the log less interesting to follow.
It would have been nice for your character to pick up a specific kind of item and then use that item in a later scene. The current way items are described is too vague.
Successful or Incomplete?
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Comments
Completeness - 3, Aesthetics - 2.5, Fun - 3, Innovative - 3, Scope - 3, Roguelike - 2
I absolutely love / enjoy this idea / experiment of a bot-driven "game". Despite the format, I found it a unique entry and had a good time reading along as it went on. Along with the "speed up" button, I was definitely looking for a "slow down" option. There's a lot to be said about slower pacing helping to drive / create a story..
Hopefully you do some more experimenting with this idea - they can be quite a lot of fun.
I had a good time reading the narratives produced by this. Though, I found myself wishing that the computer-driven protagonist was getting "scored" some how...it would have been neat to see very successful and very tragic "players" juxtaposed, which would have been easier with some kind of measure of success/xp/points/treasure. But I thought this was a cool experiment.