This is a really fun little game experience. I'm not sure if I found it more fun or frustrating, but it definitely takes me back to the days of trying to bend the dumb little worm-light to point at the screen. Nice job!
Play Take Me Home
Take Me Home's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #33 | 4.375 | 4.375 |
Presentation | #242 | 4.156 | 4.156 |
Overall | #651 | 3.531 | 3.531 |
Fun | #1518 | 3.000 | 3.000 |
Ranked from 32 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?
Take advantage of the random lighted areas to finish the game on your way home before your "Good Boy" system batteries run out. (Of course you don't "have control" over the batteries and when lights will show up)
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 used pre-existing audio
Comments
I highly enjoy the world you built around the game, but unfortunately it doesn't make a simple platformer and its core mechanics much more fun. So you made a fantastic presentation for something that maybe simply didn't deserve it. If you plan on continuing the game, I'd also suggest to make gameboy take more space on your screen, since there honestly isn't much information you need besides its screen. Please don't take it as an offense, I would love it if you could question what you are doing and see for yourself if it's a great idea. Maybe you have great plans in mind which I don't know yet. :)
First of all, thank you for your feedback! I'm sure that if I end up expanding this game your advice will come up pretty handy! Regarding the comments I'm thinking of a few possibilities of things that might have happened, ending up to you not having the intended experience.
- About the world not adding to the platformer itself (which was quite buggy): I have seen some cases of players viewing the gameboy screen even when the "lights out" fragments were displaying because of their monitors (of course something to take on account on the future). In this case the aportation of the world to the gameboy is null since you can see the content of the screen constantly and there's not moments "Out of Control" and therefore moments of "Did I fall down or did I get on the platform?" between streetlights fragments.
- About the gameboy taking more screenspace. There's a function to fix the gameboy to the camera movement and getting it closer by pressing 'E' when facing the gameboy. But in the webGL version it isn't working as reliable as I was expecting so maybe you couldn't even use it at all.
If you played the "expected experience" and still keep your arguments I'll make my effort to tweak those aspects to make a better experience and make more significant gameplay. Thank you so much!
Thank you for being a good sport and your attitude to comments about your game!
I couldn't see my gameboy in the dark and I like this idea on paper. In reality, flickering light was slightly annoying for me to see and sometimes I had to wait for 8-10 seconds before I could move again, so I had to stare at the screen for all that time and do nothing before I could jump to the next platform. I certainly enjoy that you can see the light on the road and anticipate when you will be able to play again, that was a great design choice in my eyes.
As of right now, there's just nothing to do in these periods of darkness. Pressing 'E' definitely helped a lot, I missed it during my first play session, but still the screen could fit 1 more gameboy on each side. What I mean is that the only input-handling mechanism in the game is this gameboy. Basically, your game is centered around a platformer, and the environment has no other important purpose except for darkness. For a platformer, honestly, it is pretty simplistic. Thus, I believe you'd need to either improve its mechanics (screen size could help here again, because you can't fit many things on it right now) or add something else to do for the "dark times".
I haven't played "Five Nights at Freddy's" myself, but from what I could gather, the idea is similar to yours. You stare at the screen for some time, but also there are possibilities to close/open the doors (energy management), look around, choose which screen to monitor and some other "mini-games" which require player's attention and influence the gameplay.
I hope it was helpful to you and please remember these are just my thoughts, other people's experience may be completely different. As far as I understand, it is your first game jam. You honestly did a fantastic job in establishing the environment, that's your strong side and I have no idea how it was possible to accomplish that in just 2 days. I sincerely wish you the best of luck and I hope you'll keep making games. :)
Really atmospheric and I love how the 3D world affects the game boy. With polish (e.g. human models / black silhouettes in the car, better post processing and more details to simulate being that kid in the back of a car again e.g. camera shake for bumps in the road) this could be something really cool! I'd love to play it again if you decide to develop it further post-jam!! Nice work!!
That's a really nice interpretation of the theme. The visual style together with the music are quite relaxing. The platformer part had some collision problems though, I clipped through some of the platforms. Other than that, a really great job!
MY FAVORITE SUBMISSION, ALL FROM THE IMMERSION, THE CONCEPT, THE SETTING, THE SOUNDS, ALL THE METICULOUS DETAILS FOR THE ATMOSPHERE!
I love the art style. Unfortunately it bugged and I couldn't play it but It looks amazing from the screen shots
From the moment I saw the screenshots I knew exactly what this would be about!The gameplay felt smooth except for the weirdish physics in the game but I got used to them very quickly. The time limit on the goodboy battery did add a sense of urgency and made the experience much more stressful, but I think it was a net positive on the experience as a whole!
I can't get enough of this concept though! With a bit more polish and some exposure I could easily see this game do great even outside the context of this jam!
Seriously, amazing work on your part, this was such a clever take on the theme.
Very good job, simple and intense. The scene reminds me my 10 y.o childhood when, with my first game boy color, I was in the car playing WarioLand 3. This lampposts were the salvation for an instance. Epic!
Yeah, I know the physics are a bit messy I had to improvise some quick custom physics to keep with my initial idea, definetly gonna work more on those. This is probably my first game done all by my own, so I 'm really glad you liked this little piece, I put my heart when making it. I must truly thank you for your kind words, thank you so much :)
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