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A jam submission

Disconnected Yet ConnectedView game page

A short, narrative focused game around the theme of connection.
Submitted by B-Deshi Dev — 1 hour, 39 minutes before the deadline
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Disconnected Yet Connected's itch.io page

Theme
A world where everybody is connected to a bigger hivemind- that is the setting I began with. What if everyone was disconnected from that hivemind?

Sensory info
N/A

CW
N/A

Extra Credit Challenges

Extra Remix

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Comments

Cute.

I don't have any critisisms that weren't already covered, can only say that more would be nice!

Developer

Thanks! I don't know if I'll ever get around to making an expanded version of the story. I feel like there's a lot more I can do to flesh it out more.

Submitted(+1)

I get that you had a very limited amount of time to work on this but after reading both endings I find myself more drawn to the holes then the message. The village was visited by 2 people, in a world with very few travelers, and they assume that stopping the 2 people isn't going to help? I don't get where the idea of a cycle comes from. Also, ending A seemed to imply that the village had a lot of people, but then that a lot of people would die as a result of stopping 2 people. Besides that, your story concludes with the idea that reading minds would make people understand each other less, but also that doing so would create harmony. I get that people can become closer with strife, but being close is not the same thing as understanding each other. Further, if the village can eventually handle doing so, that leaves a bigger hole in the initial conflict. If their village can handle being separate individuals, then what is wrong with the 2 travelers who seem to be handling being separate individuals just fine?

Regarding the presentation, I recommend if you do another interactive story in Unity that you figure out some better way of handling the dialogue. My experience with engine is limited, but there should be some way to either set up indexed jumping points between each line or setting up the animations so that the system knows what the positions will be at the end of the animation. In either case, you could then allow the player to skip every line as soon as they've read it, as well as to not continue the story if they suddenly have to use the bathroom or grab food. Last resort, you could just program it so that the effect of pressing the skip button is specific to each line of dialogue (so that on lines where there's things on the screen that move, skipping will put them in their final positions immediately).

Lastly, if you're going to default to fullscreen, it's a good idea to put in a quit button. Your player shouldn't have to know about alt-tab or alt-F4.

Developer (1 edit)

Yeah, the game has a lot of issues. 

In case anyone reading this hasn't played the game, SPOILERS ABOUND

The village does have a very small population shown in-game. This was because I didn't have time to make separate assets for everyone. in the beginning, I was also a humbling of adding walking animations for everybody. Due to the the amount of work that'd entail, I decided to keep a small number of characters. 

Regarding the travelers, I probably should've made it clear that they probably came from their own village. Most likely that village also lost their core somehow and sent out teams to steal the cores. I like to think that at the beginning, only a few villages were affected by the core corruption. But then those villages tried to steal and created newer victims. It's more of a chain than a circle but you get the point.

In the cycle ending you most likely keep on fighting more and more villages. That's why so many die. I should've made it more clear that they were not just fighting the travelers.

The reason why the travelers could handle being separate individuals was because they had a mission. As long as their goal is the same, they don't need to read each others minds. If they didn't, they'd be arguing everyday like they did in the room scene.

The fact that this village survived in ending B seems like a miracle, because that's what it is. Most villages would probably choose to steal a core instead of giving up entirely.

The reason the priestess assumes that stopping them wouldn't help is probably due to a but instinct. She felt that the travelers were not that different from them and that they could also end up like them (which does happen in ending A). She probably understood that they were not just the only ones hunting for cores and decided to give up.

Regarding the technical issues, most of it stems from not using unity previously for cut-scenes like this. In the first version, I actually did snap the the characters to their positions when you hit skip. It looked unnatural so I cut it out. But, I didn't realize that it'd cause problems like the one you mentioned. I probably should have some toggle button for the auto text advance. It'd actually be pretty easy to implement.

Thank you for being honest. I know that a lot of my explanations are probably my head-cannon.  Some of the hints were in the game but I think I did a poor job of explaining things in-game.

Submitted

The character and environment design is really pretty!