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Next Slide, Please's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #998 | 2.746 | 3.500 |
| Innovation | #1354 | 2.255 | 2.875 |
| Gameplay | #1382 | 2.157 | 2.750 |
| Enjoyment | #1410 | 2.255 | 2.875 |
| Overall | #1434 | 2.190 | 2.792 |
| Audio | #1614 | 1.765 | 2.250 |
| Visuals | #1663 | 1.961 | 2.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game is about giving a presentation where the common hope is "nothing can go wrong", but like every presentation, everything goes wrong.
What code and assets did you not make from scratch during the jam (if any)?
Some sound effects were downloaded from freesound.org (all of these assets are listed in the project description under the heading "Additional Assets").
How many people worked on the game?2
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Comments
Cool idea.
It looked very small on a MacBook. I'm not sure if there's a Godot scaling setting you can change, or maybe enable the maximize button on the itch page settings. (Being small, it was hard to hit the buttons.)
Oh, interesting. Thanks for playing and for letting us know, we'll have to look into that! It might be a simple fix...hopefully
Oh, hey. I realized I could just zoom in my browser window super close. That made the game more playable.
Nice entry!
My score was 104.25s :) I got extremely lucky and only got two writing prompts the whole time, the second of which killed me
104.25 is a great score! As the guy who stayed up 'till 2 AM putting in the writing prompt instead of polishing the rest of the game I want to apologise for killing your run :')
Next time, I'll only push finished functionality I swear.
Wait, I felt like that exact same situation happened to me many time already ahah
The sensory overload was well made and as stressful as it should be. It was however quite hard to switch from mouse only to keyboard only when you have to type something. Maybe putting keyboard QTE instead of mouse swipe for the other actions could help ? I also always had the "Cow" question only, i don't know if it's a bug or due to jam time constraint.
The text tutorial at the beginning was great and made everything easy to grasp. I do agree that a playable tutorial is better but it is still much better than nothing!
The visual was fine but lacking feedback : maybe adding some kind of FX or SFX when someone is leaving the crowd could help the player understand how close he is to dying. it's especially true since we are so busy looking elsewhere fighting ads. The exact same game with a lot more crunchy feedback could have been really great !
Hi FurAune, Thank you for the detailed feedback!
I feel the "question game" definitely stepped over the line in terms of fun/stressful we were trying to manage. Maybe we could have split some "minigames" more evenly between WASD keyboard and mouse so it wasn't such a shock when one game broke the flow so hard.
There definitely was at least one more question in there... but 2 is still a small pool of questions.
Some of my biggest takeaways from this game jam has been to focus on getting that feedback to the player feeling really good. Given another day or two I would like to have improved visual feedback as well as some more sound cues to get a better feel for the game.
The few SFX we do have were added quite late in the week and it was shocking how much they mattered in making clicking a pop-up more satisfying.
Looking forwards to checking out your game!
I like the idea and concept!
However, it would be even better if the UI were more intuitive about what to do, and a tutorial could be included.
Nice work!
Thanks for the feedback and thank you for playing! Now that the push is over and it's released lessons have been learned about what we should have focused on.
More intuitive UI and tutorialisation would have been better areas to develop than more of the pop-up games.
I didn't like the writing part. The idea was pretty solid. Good game.
Thank you very much for playing! Yeah, the writing part could have been implemented better as it takes up a lot of the screen, and kind of ruins the pacing of the game. I think if we had more time we could have integrated it better. Thanks for the review!