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A jam submission

A Volatile Graduation by Team BeaglesView game page

2D mystery puzzle narrative-driven game
Submitted by Tiffany Chenn (@TiffanyHC1), alienturnip, Leandro Rodrigues (@S0ul_Leandro), Kimberly Hou, theZiggy1 — 1 minute, 48 seconds before the deadline
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A Volatile Graduation by Team Beagles's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#502.6132.889
Overall#512.8143.111
Use of Audio#522.6132.889
Innovation#522.5132.778
Visuals#602.7143.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Number in team
5

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Comments

Submitted(+1)

I really liked the idea of solving the clues, but that strict timer didn’t give enough time to appreciate all the text and dialogues, forcing you to rush through it… And often the character would be stuck right after a dialogue, requiring a hard reset.

Lastly, I can imagine that you overscoped a little, because despite all the content you put in the game, there were some unintended behaviours (like Amy’s room being open before obtaining the key?).

Having said all that, I think there’s definitely some good narrative underlying the game, keep it up!

(+2)

This was such a nice idea, I'm very fond of point and click adventure games, and I had a lot of fun playing it. Sadly one or two gameplay decisions really affected the experience, such as the lack of interaction between you and the characters once you found an item that was relevant to them and also the 5 minute timer. It would honestly have needed around 20-30 mins to give the player a chance to take their time and learn what is happening, but with only 5 mins, even once I knew what I was doing, it was a stretch unless I just skipped all the text. Regardless, you still did a great job and this is a simple fix, so well done!

(+2)

Hi! I'll be playing A Volatile Graduation tomorrow on stream along with several others games from the jam at 3:30pm EST. I'll be talking about any interesting design decisions as I play, and suggesting improvements if any come to mind. Please feel free to join me live, it'll be extra fun to chat together about your game while playing it :)

Submitted(+1)

Very well done on the game! The art was very appealing and conveyed the important items well. It's very reminiscent of those "choose your own adventure games". As far as improvements, I noticed some physics stuttering. With unity, physics is updated on fixed_update not regular update, so if you place the movement code in fixed_update, it should remedy that. Besides that, good job!

Developer

Thank you so much for playing our game!! Will take note of the Fixed_update, I have used it before but it may have escaped us when we were rushing through the code hahaha.

Submitted (2 edits) (+1)

A good attempt, but seems to be incomplete. I think you should continue to work on it though!   

First thing, I noticed when you restart the game, the music plays over itself again. But the biggest issue really is the time restriction of 5 minutes...  Figuring out how to stop the explosion, trying to figure out the puzzle on the chemistry sheet, the door code number, talking to all the characters, etc. in under 5 minutes isn't possible. I think you should also include some instructions and hints with your game too. Your game's itch.io page doesn't include this. 

That said, I really like the character art, the inventory/clue system, and it seems like there's an interesting story and mystery to solve.

Developer(+1)

Thank you for playing our game!

The idea was to have a small loop so you stack clues over a few times you play through the 5 minutes day, but I think we didn't manage to design the rest around it properly to convey this well if you had that thought, it was pretty tricky.
That said, thank you so much for the input. We will look into your points and improve over them xD.

Submitted(+2)

Ah, I understand, like living through the same day but the clues carry over, and you break the cycle by stopping the explosion. Yeah, that would've been cool! I see you're using Unity—to keep the inventory and player persistent when you reload the scene, look into Object.DontDestroyOnLoad. For the items, you can probably add some logic to them to check the player's inventory so they don't spawn duplicates of clues you already have. Best of luck!