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A jam submission

Lost SignalView game page

Embark on a short journey to find your sister and save her from cosmic horror
Submitted by attamayte, sestritza_a (@sestritza_a) — 51 minutes, 51 seconds before the deadline
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Lost Signal's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#34.3004.300
Overall#44.4004.400
Visuals#74.7004.700
Originality#114.3004.300
Fun Factor#153.6003.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
Team of two

Did you use any third party assets, if yes what assets did you use?
Music and sounds from Pixabay

Did you choose from one (or more) of the optional secondary themes?
Not really

Does your game contain 18+ content (Nudity, Gore, Language)?
No.

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Comments

(+1)

I really enjoyed this game, both of you guys did a great job!

Developer

Oh thank you <3

(+1)

Good work!

Developer

Thanks!

Submitted(+1)

Very nice work! Great visuals, narrative, and overall atmosphere! 

My only minor criticism is the CRT effect felt a bit too strong, especially the bright line that went down the screen.

Developer

Thank you for rating the game!

You mean, CRT was kind of irritating for eyes?

Submitted(+1)

I wouldn't say irritating, just the intensity of the effect was a little distracting at times. Not a big deal though!

Submitted(+2)

Looks pro!

Developer(+1)

Thank you!

Submitted(+2)

Alright... let me take a seat and reflect a bit. I even made myself a cup of fennel tea with cinnamon because your little adventure got me thinking, in more ways than one, a bit beyond the biomes and the ominouss atmosfere by Sergi Pavkin, which really set the experience well, dictating Max's past and destiny in the face of Milla's fatalism.

Even though I entered this game jam universe this year, I really appreciate how independent proposals bring fragmented reflections that commercial projects simply cannot. From a commercial standpoint, Max being so slow, without a laser rifler and lacking a catchphrase followed by a last shout of "die motherfucker die!" is a big problem because, as a game, it asks for something like that to be "fun." Aside from that, I enjoyed the playful approach here, especially since I no longer have the same time window for long gaming sessions without severe consequences; therefore, the ability to synthesize is something I really value. By the way, I found just one grammatical error: in the Yan/Central Hub stage, Max says "Maybe something is doing it's Workq" instead of "Work" at the end of the sentence in the terminal.

Kelly's analogy about the cosmic garden and Albert's optimistic view as something more than humanity stumbling through the test of time coincidentally echoes what I did within the experience of my project, like nature itself, which is a declaration about life. Fungi, algae, bacteria, energetic interactions—nature constantly establishing itself as the floor and ceiling of everything that has come and will come.

The issue is that the universe, the cosmos, represents the final purpose, where experiences repeat in an infinite wave, but with eternal variations because it is immutable. It was present before we were born and will perpetuate for long generations after we cease to exist, because change lies in continuous adaptation. The universe we understood in childhood, in its entirety, remains, but our rational and moral comprehension of how this universe communicates, what it wants, what we can do, and what we can extract changes. The perception of this totality falls into a strange conceptual limbo because the cosmos is a journey back to the beginning: seeking food, water, a means of subsistence, mastering the law of the jungle, shifting from predator to prey, and dominating instead of being dominated. Every trip to the cosmos is a return to the past, in our most intimate fragility, because it’s about going back to the point where we had no certainties, inhabiting that intersection where social guarantees cease to exist. There is no collaborative social contract, but an environment where this exists and serves as a starting point to do differently, to be different, to seek different solutions for the same old problems.

Max could be a firefighter, a doctor, a police officer, or a teacher, and the challenge imposed by his sister would be the same because it’s the contrast between absence with competence and presence where there’s nothing left to do but accept how things are: stagnant, unsatisfactory, ungrateful, yet the only path forward to, in the next situation/state, be better, do differently, be present where your name represented absence for those who cling to your legacy/significance/value. This was really cool; I had a great time with this experience. I’ll keep a close eye on your future projects, Alex and Iris. I’m very glad to have met you both.

Developer(+1)

What an impressive comment! Thank you. 

We envisioned a more intricate story than simply "saving your sister from aliens." Our goal was for players to uncover the mystery of what happened to the colony and understand Max's connection to it through a series of clues. However, given the uncertainty that players would notice all the details and how the protagonist's perspective might influence their interpretation, we decided to add stronger hints as a compromise. 

Anyway, I'm glad you liked it!

HostSubmitted(+3)

Really wonderful experience. Adored everything about it, I can't believe it was your first game jam. You should be incredibly proud of what you have made here.

Developer(+2)

Thank you. Those words mean a lot to us.

Submitted(+3)

A gorgeous and morbid narrative. It was a creative concept that even give me a couple shivers during the big reveal. I wish Max and Milla's personalities were explored more - who they were before they became.. you know, just play the game, it doesn't take too long. Could use some QoL improvements, e.g. backing out of a dialogue you accidentally double-clicked. Great work!

Developer

Towards the end, we had to cut back on the volume (including text volume!), but I wanted to tell you more. I'm glad you enjoyed it! 

Submitted(+2)

Wow this is a very polished game for something made in such a short time. The visuals are stunning and the music and atmosphere are just great. One of my favorite games in this jam for sure

Developer

We took maybe the whole first week to search and revise the concept to form a cohesive experience. I'm glad you enjoyed it!

Submitted(+3)

This was a lot more emotional than I ever thought it would be, the animation, the art, the story telling the sound and music it all hit the right notes, great stuff. Great job, you guys pushed this game to the limits within the time frame I am so happy I got to play it! 

Developer

That's very generous, thank you! 

The game was originally envisioned as something far less personal, and we chopped off the hydra's head a few times until something grew that was able to hook us emotionally. I'm glad you were able to feel that.

Submitted(+3)

Wow! This was amazing. The ideas and writing were great. Loved the ending concept.  One issue was sometimes advancing the typewriter effect would skip to the next text. Visuals were superb, amazing for a jam game. The atmosphere from the music and visuals was exceptional. Wish there was a little bit of a gameplay change up but I understand with how much work went into this.  Excellent job.

Developer(+1)

Yeah, we didn't have time (though who has time during a jam?) to expand the gameplay. And even with such simple gameplay, we had to cut down on the size of the locations and the length of the game. 

It's great that you enjoyed it!

Developer(+2)

Hey, I forgot to mention the controls.

A and D to move left and right, and W for interacting. That's all - have fun!