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SIX's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5228 | 1.775 | 2.100 |
Enjoyment | #5492 | 1.437 | 1.700 |
Overall | #5660 | 1.493 | 1.767 |
Presentation | #5890 | 1.268 | 1.500 |
Ranked from 10 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?
Dice rolling mini game, Dice symbolism, Gambling theme. TRIGGER WARNING: Please read the game description!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I read the comments below, so I could progress a little bit further into the game. The idea of telling a story about gambling addiction is very interesting, and at first the way you make the player bet and lose even though he was so certain of the results... this part I think is executed very well!
But after that, the game loses focus. There are many days that you have to repeat without any change in order to reach the next interactions. And in the end, all those stats don't seem to change the outcomes of the story (at least I didn't notice anything).
I would suggest to focus on the core of the idea in a future game jam. It seems like the concept of the game was very big, and then development of the parts was spread thin.
Thanks for the feedback!
Yeah, player agency is a definite problem where the game ended up being by the end of the time limit. The only player agency in the current version is when the player reaches the end, they can choose to bet on a different number to place their final bet based on the stats gained from talking to the bar patrons (if you have maxed out talking to one, you can get a different ending).
You hit the nail on the head with finding that the development was spread thin! The game just drags on forever after the intro it seems. Focusing on the core of an idea like you said is definitely gonna be my main takeaway from this jam.
Hey! Tried having a go at this, but after the opening I ended up just going into the casino day after day, without any money to bet and no other options available - am I missing something? Happy to give it another shot if so!
Hey! Thanks for the input and for trying my game.
There should be an option to "Just Watch" when you are out of money. I was trying to be a little artsy and show the main character still wanting to go to the casino even after blowing all their money but this probably wasn't super clear.
You just need to repeat the process of waking up and watching the game for the first week. When the in-game date hits around May 1st, there should be another option to visit the High Roller Bar (main gameplay) that opens up on the "Where to Today" page.
Ahh, okay - definitely respect the intention, but I think going with something like that so early on can make the narrative feel sluggish at best, and like it's hit a dead end without the player knowing it at worst. Still, excited to give it another shot!
Following up, it's interesting! I really wanna start by saying, as someone else who's had a shot at turning around a bit of interactive fiction for a game jam, my god is it hard, and my god have you done a better and more substantial job of it that I ever have. More to the point, you've got a really solid concept, the sort of thing you can really sink your teeth into. I think though, there's a bit of a feeling that the plot is getting away from you? There's all these ambitious ideas and concepts and stats to keep track of, but unless you can let the player fully interact with them, the game can maybe feel a bit lacking in depth/variety.
Maybe a good way to refine it would be force yourself to rewrite the story to take place over... a week? Three days? Not only can you keep up your story's momentum a lot more easily, but when you're not focused on writing a month's worth of content there's a lot more room to give the player some sense of freedom/deeper involvement.
Really hope this doesn't sound negative - I just sincerely love a chance to chat about writing in games, so the fact you've given me such a cool piece with so much to chat about is really all I could have asked for!
Thank you so much for such detailed feedback! It really means a lot to me. Yeah, I totally get the pacing is super off for the game. A repeatable 3-day to week experience sounds like a much better format!
Player interactivity is something that as you pointed out is very lacking too. I think this may have just been due to time constraints from me though. I initially had CRPG stat checks and such planned for them (hence the more ambiguous names of the stats).
Thank you for your honest feedback. If I feel like revisiting this game, I'd likely employ the changes you mentioned. At the very least though, I'll keep your advice in mind for future games I make. I'll be sure to check out your entry as soon as I have time!
Sorry, But I did't get it,
But , I have rated the game,
can you please kindly rate and review my game as well.
That's alright! I'll rate your game right now. If you happen to read this, what part of the game did you not get? I do think the game is a little obtuse myself. Thanks for playing it.