So cool, neat concept
Play game
Out of Your Hands's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #260 | 4.000 | 4.000 |
Overall | #1706 | 3.048 | 3.048 |
Presentation | #2989 | 2.619 | 2.619 |
Fun | #3337 | 2.333 | 2.333 |
Ranked from 21 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?
A 5 minute experience focusing on events outside the player's control
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
I liked the story, and you really conveyed that feeling of worry about something you can't control, and just distracting yourself and telling yourself it will be okay.
I would really love the lighting to be better, in a bad way. As in, make the fluorescent lights actually suck and be harsh. I think the graphics and modeling could use a lot of work.
Although I think you did a good job with the story, I don't think I'd say it was very fun to play. I certainly appreciate it though.
Thanks! It's definitely one of those games that's not meant to be "Fun" in the traditional sense, though I did try to include enough content that multiple playthroughs would still see new things (most interactables have different text lines that change both based on how long you've been waiting and how many times you've interacted with them).
We definitely struggled with the visual design some, the lights in particular. Lighting is something we're both still working on getting good at, and there's a lot we weren't able to iterate on/mesh together after we lost our first day. Definitely looking forward to releasing a more polished version after voting ends.
As everyone else has said its really quite an interesting concept. Out of the players control indeed... With more polish and narrative improvements could be very nice.
I see what they've gone for, and it's an interesting narrative experience. It's lacking polish and a proper ending though, which for such a slow paced game is pretty hard to take. I've spent lots of time in hospital waiting rooms myself over the last 3 years for brain cancer treatment. This game sums the feeling up pretty well overall.
As a piece of art it has merit. As a game jam game for fun? Not as much.
I would have appreciated a look-invert option!
You know? Now that you say that, I'm remembering that was a popular request last year, too. I'll put it on my list for the post-jam patch!
It means a lot that you feel this was able to capture that feeling. I've spent a good amout of times in hospitals and waiting rooms myself, and I'm glad we were able to translate that into Unity, albeit somewhat jankily.
I've been saying that a lot this jam! There are still a few oldies like me that grew up with inverted look controls as the norm, and can't seem to rewire our dysfunctional brains to be the other way around. We spend a lot of time looking at the floor and ceiling!
Sorry to hear you've spent lots of time in hospital waiting rooms too.
The game is actually a fixed five minutes in length. You can wander around the environment and interact with several parts of it. Doing so multiple times will usually yield different results as the player character gets more and more stressed. The design as intended was for the doctor to return at the end of that five minutes to deliver the news to you, but some known bugs that we weren't able to iron out in time prevents that from happening, unfortunately. A pretty big patch will be coming once voting ends if you still feel like trying it out at that point!
Also the painting is "Storm-Tossed Frigate" by Thomas Chambers, 1808!
Very reminiscent of "This Way of Life" during its early-access on Steam. Is the text devolving into gibberish a glitch? I think I missed something there. And I'm curious -- why is there no collision detection around the receptionist when I can bump into ALL the chairs in the lobby?
Yeah, the gibberish text is a glitch; it's the result of dialogue events not queueing properly and trying to type out at the same time. I've (BAM, the coder) actually already fixed it and a number of other bugs and oversights like the missing collision and will definitely be dropping a patch the second voting ends.
Weactually had a totally different game planned, but ran into some unexpected road blocks and had to scrap it after the first day. So a full day into the jam, we started on our backup idea; this. What we ended up with by deadline was a content-done game that just was not stable :-( See our last game "My Big Shot" for what we can do when we get the full two days.
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