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|Art (and Sound)||#1||4.333||4.333|
|Learning Curve / Clarity of Rules||#5||3.000||3.000|
|Gameplay / Mechanics||#5||2.333||2.333|
|Interpretation of Theme||#7||2.333||2.333|
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
Really great atmosphere, and ambitious to try and do something story driven like this for a game jam. It is a little difficult to know if you're playing the game "right" until a color change is hit, but I really enjoyed the way you told the story. Would definitely like to see either a continuation of this or more shorts done in this vein.
It was a little light on the use of theme, and more messaging on what the player needs to do and when they do it would be nice in the future. Also a modification to the standard fps controller to remove run/jump and update the walking sounds would help solidify the feeling.
Really nicely done art direction. The music and the visuals and the story work really well together and it seems like it's communicating the themes and atmosphere that was intended. The writing does a great job of telling a story indirectly, and really helps sell the atmosphere of the game. However, it's unclear what the timer was for, or how it fits in with the rest of the plot. It does get a little frustrating to go through the same dialogue over and over, and I felt like I was searching for some sort of narrative and trying to dig it out of the characters. But that might just be the limitations of the jam itself. The balance between keeping things ambiguous and not frustrating the player with a lack of instruction is a difficult one to strike.
Visually striking - definitely a mysterious and uncomfortable vibe that's pretty visceral. Creating a game that focuses on art and narrative over game-play was a bold move that really paid off with a very intriguing experience.
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