When i saw the plain text i thought it will be a boring game. The story was great and the theme of not having control came into the story and the choices. You as the player felt a controller of the human. One of the best dialogue games i played.
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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 waited the first minute out of respect, got hooked afterward then was told to wait another 2 for any change. I stopped. I know the theme is out of control but keeping the narrative (the only thing the game has going for it) out of the player hands for this long is boring. I know its tough making all the dialogue options in command prompt given the amount of lines you've written (and I didn't even see al of them) but the waiting subtracted more than it added.
I debated a lot with the waits. Fun fact: they were originally 3 and 5 minutes respectively. In the end, after a lot of feedback, I got it down to people being willng to wait for about a minute, and I couldn't bring myself to bring it much lower. I left them in for the sake of their artistic value, the point largely being that you, like the player character, can't do anything but just sit and think or distract yourself. This game is definitely not very competitive when it comes to participating in a game, but I've honestly just accepted that. I set out to create a meaningful experience, and I feel I've been able to do that, but in the end that's up to the players that are willing to wait it out ^-^
I was drawn in to the story. I don't feel like there was much point to the dialogue options and the waiting times were kinda annoying but despite that I enjoyed reading along and I felt bad for Riley.
I'm very happy to hear I was able to create that empathy! There are certainly a few dialogue options that only lead to a difference of a line or two, those mainly exist for the sake of role-playing. If you are the kind to crack jokes or be silent and see what happens, those options are available to you ^-^
I debated a lot with the waits. Fun fact: they were originally 3 and 5 minutes respectively. In the end, after a lot of feedback, I got it down to people being willng to wait for about a minute, and I couldn't bring myself to bring it much lower. I left them in for the sake of their artistic value, the point largely being that you, like the player character, can't do anything but just sit and think or distract yourself. This game is definitely not very competitive when it comes to participating in a game, but I've honestly just accepted that. I set out to create a meaningful experience, and I feel I've been able to do that, but in the end that's up to the players that are willing to wait it out ^-^
I get it, i'm a fan of 4:33, and I am also culprit of this problem in this jam... It's my first time starting in a jam when there are more than 20 people, its impossible to play all the games, but the people are willing. Some are spending 2 minutes entirely on one game, and move on. So when You ask to wait so long... I think there should be some cheat or something for it to run faster. I was actually looking at Your game in binary to see when it ends during gamepaly lol, and when I saw that its not too long I stayed to the end. Maybe You should just write in the description how long does it take to end the game?
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