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The Keeper - Curse of the Wretched's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Setting, story, characters, and world | #3 | 4.278 | 4.278 |
Blind-friendly and good use of audio | #4 | 4.333 | 4.333 |
Fun gameplay | #12 | 3.278 | 3.278 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great use of sound and narration. I also had trouble finding some events, having the debug mode to toggle the visual representation was a nice touch and I really like the grid system.
Great submission 👍 I like the audio, very polish with a lot of different sounds and voices. Just the end is difficult but I read that you gonna add better hints in the future. You did a good job, well done.
“Devilishly dark voice acting, rich lore, tasteful music, multiple endings, and innovative gameplay”
Hmm … I think you might want to ease off on the advertising just a touch. The same words that might make one hyped to play an AAA game do not seem quite as trustworthy when applied to something made in a month. But this is a good game, especially given the time limit!
The voice acting is charming, with the Narrator of course taking the medal for his often delightfully dramatic delivery. Granted, the quality is a touch inconsistant at times, and I have no idea if it is devilishly dark. But it was so wonderful to hear some human voices for a change, instead of just AI. For a free game made in a month, this is awesome; thank you, voice actors.
The story isn’t outstanding, relying on several tropes, but it’s enjoyable enough! Besides, a simple but complete story is much better than a complex one you could only offer a glimpse into. The rich lore might not quite be there yet, but you’ve piqued my interest in learning it if you ever expand this. Beyond the awful fact of the existence of rich people and monkey-killing potion makers, what kind of suffering is this world facing? Are the Keepers actually what the Narrator says they are, or are they something completely different – and if so, what and how and why? What would happen if you put this Narrator and the one from Slay the Princess in a room together – alright, that last one’s a joke, but the resulting argument would certainly amuse me! Perhaps there really are answers I’ve yet to find, as I have not yet discovered these multiple endings mentioned, but I still hunger for more.
The gameplay works well! Navigation is simple to figure out, sounds and ambiences are used to great effect, and walking isn’t needlessly slow, which I love. As has already been mentioned, making events easier to find would be nice; just like the cello makes a sound you can hear from a couple tiles away, perhaps the NPCs could make a noise or speak as well? I only encountered one bug: the Narrator mocked me for using one instrument twice after I’d only played one thing.
If this is your first accessible game, it is a great start, and I for one look forward to what you might make in the future.
Hi & thanks for your feedback!
I guess you're right, the description is a bit promising ;) I would argue that this isn't unusual in any kind of game, be it indie or AAA.
For how to find relevant elements, I totally agree that some indicator would be good. I'm not sure how much effort this will take to implement in a meaningful way, though
In terms of the feedback for instruments, this is already fixed/improved for the post-jam version.
A great game, especially for only 1 month of development time! Bravo! I think you will place in the top 5 for sure.
Great use of audio cues such as different footsteps and ambiences for the 4 regions, wall bump sounds, and attenuation to represent reaching the edge of the map [something I've never actually seen done quite like that in audio games].
Voice acting was a big plus [the person sitting on the rock was my favorite], sound design was excellent [that jail cell unlocking was particularly 💋] and the writing was pretty funny too 😏 ["some douchebag in a pointy hat"]
The controls were simple and the instructions were comprehensive and easy to understand.
Even though it was a bit frustrating, I really liked that the final puzzle wasn't just handed to you. Also, no mention of blindness, or any associated cliches which gets a big 👍👍 from me...
Because of my hearing impairment, games that rely on extreme panning don't always work well for me. In this game, as there was no fast action and all of the important dialogue happened in the center channel, that wasn't a very big deal, but having the option to reduce maximum panning limits for people like me is always highly appreciated.
I think it would have been nice to have a bit of an indicator that we were actually playing the game after the intro. Maybe that seems silly, but for the first 30 seconds, I thought I was just in a tutorial do to there being no transition.
If the hitboxes for the event triggers were just slightly wider, or there was an approach warning for the adjacent tile as there was with the guide at the end, I feel like there would be less wandering or systematic grid searching. Thankfully, the maps weren't very large, but I think this would definitely become an issue if the game were expanded any.
The game is actually quite quiet. I know that you can turn it up, but until that point, it's a bit hard to hear.
I got the "don't play the same instrument twice" line a couple times when I had actually played two separate instruments.
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To be honest, the evil narrator twist trope has kind of been done to death by now so I wasn't really surprised at all with that, but no big deal for a jam game. I do wish I had the option to take the evil rout and give him the instruments however... But again, I understand the time constraints.
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Really a great showing by your whole team, and I would love to see what you can come up with next year!
Also, if you decide to expand on this project, I'm all for it. 😉
Thank you very much for participating!
wow, thanks a lot for that in-depth writeup!
I'm sorry that the panning posed an issue for you - this will probably be more effort to do for the footsteps, since the panning is backed into the all the sound files for these, less so for the atmo. We might be able to look into this if we find the time to work on the post-jam version.
For the game start, I can imagine having another atmosphere sound fading in - that could help the player realize that the game starts.
In terms of a cue for interactions, some kind of proximity indicator could be helpful, I agree. As I knew the map layout during development, I was surprised to find out how much searching is needed to find things when I finally saw someone else playing the game.
As hinted, I'm not sure how much time we will put into the game after the jam. We will definitely update the game with a few improvements after the voting period ends, though.
Thanks again for all that valuable feedback!
The voice acting was amazing, and all the sounds / music was very engrossing. Would have loved an initial description of the map (forest to the bottom right, town to the top-left, etc), but this was super neat and enjoyed hearing and playing!
Thanks for the feedback!
The initial description is a good idea - our concept was to have the player explore the map on their own, but some hint on where to go/start might have helped.
The writing, voice acting, and audio design are great, they really set the atmosphere and pulled me into the story! The gameplay is not as interesting and well-developed as the other aspects, but I know in a game jam you have to stay simple to finish in time. Hopefully after the jam you can add more variety and complexity to the quests, and more opportunity to use the instruments to solve puzzles or challenge mini-bosses. Overall very well done, and kudos for using real voice actors!
By the way, the gamepad controls mostly worked for me in the browser, using Firefox on Windows with a Logitech F310 gamepad. The only things that didn't work were the LT and RT controls, nothing happened when I pressed them, so I had to use the keyboard to play instruments 3 and 4. (Update: The LT and RT controls worked correctly with the Windows download.) It's not a big deal, I only mention it in case it helps you debug. :)
Thanks for the detailed feedback :)
In terms of the gameplay, I agree with you that it could be more interesting - we did have some more ideas, but it was the first time for me (/us) to develop a game that only uses audio feedback, so quite some time went into figuring out how to make the gameplay work, especially not getting lost.
For me, gamepad controls are mixed up on the web (using a PS Dualsense, in Firefox), in my case LB / RB as well as Square<->Cross. I think the issue has to do with Godot's Web export, I guess it would be too much effort for me to fix these. Thank you for testing this, though!
Cool game! Having voice actors adds a lot to the immersion and audio quality! I like how you specified in the beginning that the movement is grid-based, that helped a lot with navigating the game.
Thanks! The note on the grid based movement was a last-minute addition, I'm glad it did help!
For now clearly my favorite game of the jam!
It's a pleasure to hear the voices of actors. The introduction immediately sets the mood and immediately aroused my curiosity.
It's polished and works well. Again, a pleasure!
Thank you for the feedback!