Very well written ! I just found the end a bit... idk, abrupt. Like, we don't know what's gonna happen to him.
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It's me.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #483 | 3.829 | 3.829 |
Overall | #1178 | 3.268 | 3.268 |
Fun | #2077 | 2.780 | 2.780 |
Presentation | #2375 | 2.878 | 2.878 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player is unable to choose dialogue options that coincide with their knowledge, and is stuck answering only with the player character's knowledge.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
I'm glad you liked the writing! I've definitely gotten that feedback about the abruptness, and I'm thinking on how to fix that, but the idea of not knowing what happens next was certainly intentional! It's left ambiguous, and the player is left to come up with their own ideas of how things play out from there. Whether your memory comes back, or if Riley stops coming, isn't made explicit.
This game was impactful and strong in a small, subdued way! I'm always happy to see more story based text adventures in the jam, and this one used the out of control theme to great lengths! Good job.
That was really intense and very clever, the story was absolutely incredible! I would have liked to see it in a proper game engine but since I guess that you enjoy more story telling than coding you probably don't need to worry about that. Overall the game used the theme in a very clever way and was really deep and meaningful, the idea of the player playing someone who has lost their memory is really clever. Overall it was really well written and I thoroughly enjoyed playing, great job!
Hoo dang that was a very deep story that tugged on the heart strings, nice job! I think the ending is quite abrupt, and whilst the idea of waiting real world seconds for someone to come back is cool, I had to just scroll through Twitter whilst those sections were going on, and as a fast reader I often finished the lines long before the next one appeared - it would be good to have a "speed reader" mode which halved the time between lines. Although saying that, it was a really good effect that sold the idea of someone "talking" to you directly.
Overall, great job! :)
I'm glad I was able to have an emotional effect with the game I made! The idea of scrolling through twitter or otherwise distracting yourself is actually something I thought about and intended as an option, that is a choice you are making, to occupy yourself until Riley comes back. The time between messages actually used to be 2 seconds, but quite a few people had trouble keeping up so I bumped it up to 3 and that seemed to work much better. Of course there are always gonna be people that find it too fast or too slow, but I thought it best to err on the side of leisurely as opposed to overwhelming. Thank you for the feedback!
I'm glad that you found value in my game! This game is entirely coded in really, really basic C++, using Microsoft Visual Studio. I used incredibly simple things (console output, if statements, and waiting which I found by looking up). https://www.cplusplus.com/ and https://www.w3schools.com/cpp/ are both amazing resources if you want to look into it. Probably 90% of my time in this jam was spent on pure writing, which I just developed through practice and reading other things! To be honest, if you want to aspire to make something, I'm sure with some work you could put together something far better than what I made!
It just put me in mind of the very first "game design" tutorial I ever did. It was a C# focused one, and it was all about making a very basic RPG combat mechanic, but that's really what cracked me open to digital game design. I've only ever used C# -- and really only in a Unity context -- but I would love to learn to do more with it. Thank you for making such a cool and inspirational game!
Well done, this was a compelling story and I enjoyed working through it. I did feel the ending was quite abrupt and took me by surprise. It would have also been easier to read if there were a couple of spaces between the text and the edge of the screen.
All in all this was an interesting story with a deep subject and you did it well.
I'm glad my writing was able to create such an experience! I can see the bit about the ending, but I'm not sure I would change it unless something big came to me. The console scales to any resolution, meaning making the spaces would be essentially impossible, but if I were to make a GUI and such for it I would definitely make sure to neaten things up! Thank you for the feedback!
I really liked this one, very good story! I guess every day represents a stage of grief, and about the waiting system, I don't think it's that bad! Outstanding game!
Nice take on the theme by using amnesia as a loss of control, The presentation could be better but to be fair, its not to play some more text-heavy games. Overall I had a nice experience playing this. awesome job :D
Nice concept for the theme! I like how the game reacts to our choices!
I think the presentation could be improved but the time must have been an obstacle.. Though you can improve it in post-jam version..
Good Job!
This was a nice take on the theme by making the character a memory-loss patient who cannot control the loss of his memory every day and their friend who cares for them alot and has to deal with it.
It's a nice story to watch unfold and see how Riley reacts each day. I managed to get through all five days without the game ending early which I hear can happen!
I will say though that I agree with some of the other commenters that I think the wait timers don't add to the experience at all and actually take away from it. I think there's more elegant ways to blend immersing the player with a feeling of helplessness rather than actually forcing them to wait. I actually think the story would work well enough on its own without the timer and would be better without them.
I'm glad you found quality in the concept! I definitely understand the controversy (for lack of a better term) over the waits, but they're not really meant to make you feel helpless. I put them in to have the player think about what is happening and, if they choose, to imagine Riley trying to collect themself. I definitely am still trying to think of perhaps a better way to do this, but taking them out completely I fear would give less weight (no pun intended) to Riley's words and reactions. You can't just skip through things, you have to let them chew through it.
Nice simple console game, long time since I played those, always nice. Great job on the timing and pace of the game.
Noticed you said "limited coding skill" in earlier comments, this is a great start, especially getting the timing on messages and responses. There is also visual novel tools if you ever want to continue doing these types of stories without a huge investment.
Nice game, fits the theme (and as previously said, the minimalism helps in that). I didn't mind waiting. It's part of the experience, so, congrats!
Nice story ! I like the idea of frustration due to the situation :)
Wow! Frustrating, fun, strange, dark, and completely on theme. Very nice job. The minimalism really highlights the complete lack of control.
I'm so glad you found enjoyment in my game! I definitely didn't expect people to find it fun. I like that you pointed out the minimalism, because that hadn't fully occured to me and was only partly intended. I have a very limited skill set when it comes to programming, so this is pure console output and if statements really. I chose this idea (I have a list of like hundreds of game ideas I've had over the years) because I realized I could pull it off with this limitation, but I didn't think of how it adds to the theme!
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