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Whispers of Autumn's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #85 | 2.970 | 4.200 |
Cozy Fall Vibes | #88 | 2.970 | 4.200 |
Overall | #99 | 2.593 | 3.667 |
Fun | #131 | 1.838 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wooo, the mood, the visual effects, the storytelling! ๐ฎ Really nice cosy game <3
I'm honestly really impressed by this game. Storytelling in games is a topic near and dear to my heart. But I wouldn't have thought a 72 hour cozy jam would be the place for it. You guys showed my a tone and style that never occurred to me for this kind of project, and I'm actually a little jealous.
I feel like there's something special here. Leaves on the wind is evocative imagery for travel and change. So the idea of it as a framing device for a collection of stories has a lot of potential. If the team had a mind to, I believe this concept could be expanded and lend itself nicely to the style of games like Journey and What Remains of Edith Finch.
The moment-to-moment play could be frustrating at times. The leaves looping in the wind look graceful and all, but it makes the player controller feel unresponsive. The stray leaves weren't exactly easy to hit, either. I often felt like I couldn't go where I wanted to and that my time was drawn out by little jerks of RNG.
I'd love to see more meaningful decisions in this game, too. I assume that the story the player gets depends on the order they pick up the leaves. Which is fine in the context of a game jam. But I found myself thinking it would be cool if points of interest stood out somehow and the following story reflected that. For example, you could put wisps of smoke on one leaves trail that initiates a story involving a camp fire.
Overall, a solid entry that should be getting more attention. And one I hope that you follow up on.
Thank you for the kind words and feedback! Indeed, games like Journey (and Flower, from the very same developer) inspired Whispers of Autumn. You are right about the order of picking up the leaves! It determines the story at the very end. We considered adding some visual indication in the text (colour or icons of coloured leaves). But there's so much you can do in a 72-hour jam, and if there's one thing we want to stay away from - it's crunch. However, storytelling is also near and dear to our hearts, and we have a few more ideas to surprise players with in future game jams!