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A jam submission

Good Pop, Bad PopView game page

My submission to the 4th Godot XR game jam.
Submitted by henchao — 3 hours, 36 minutes before the deadline
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Good Pop, Bad Pop's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - How original was the entry.#34.3334.333
Audio - Did the entry make good use of audio?#83.3333.333
Theme incorporation - How well did the entry fit the theme.#123.6673.667
Overall#123.0283.028
Haptics - Did the entry make good use of haptics?#131.6671.667
User experience - How well was the user interaction implemented.#162.8332.833
Fun factor - How much fun was the entry to play.#202.3332.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot version used
["4.4"]

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Comments

Submitted

Very cute idea! And I liked the Law & Order parody. :-) Nice interrogation room too - the banding on the light, I think actually helped with the aesthetic - I'm not sure if that was intentional or not. Overall, great job!

However, I had a lot of trouble figuring out what the state of my "suspect" was. The countdown to sleepy time was clear, but I couldn't really figure out what the different facial expressions meant, and never managed to get a confession. A little more feedback would have been nice

Jam Host

Great concept but like others, found it difficult to figure out what was expected. With a bit more polish this could be a great experience

Submitted(+1)

What a cool concept. As a dad, I thought the idea of mixing a cop interrogation with trying to get a kid to confess was quite well written. The dialogue is cheeky and fun.

I found the user experience pretty hard to figure out though, having to restart several times. (It would help if it only took you back to the start of that "section" - for example, once you're past the first toys bit, and you fail the peekaboo bit, going back to the start of peekaboo and not the whole level. I got frustrated having to skip all of that dialogue and play the toys game multiple times.)

It was not clear when the interrogation was working - I could see the kid's eyes light up but his sleepy bar kept draining and there was no other bar filling up. Also in some runs none of the toys seemed to do anything. And then on peekaboo, I could put my hands on my face and he would go red, but nothing actually happened and his sleepy bar just drained. So I didn't make it past that.

Submitted(+1)

I liked being able to shine the light into the kid's face. That kid is a tough one to crack. I couldn't figure out how to get him to confess with the peekaboo though. Entertaining game concept!

Developer

Thanks so much for the feedback! During the "Bad Pop" phase, I originally planned on implementing other ways to interact with the suspect to get them to crack, such as shining the light on them, shaking toys closer to their face, or if I was able to also support hand tracking, wagging a finger at them.

The current implementation though was interacting with the toy in the same way but as the "Bad Pop". An invisible mood value would then decrease, and once you hit a predefined threshold value, the suspect would have "cracked". In retrospect, I probably should have implemented some way to provide feedback to the player that you were correctly applying pressure and progressing down the right path during that phase.

Submitted(+1)

The idea is absolutely funny! …but I couldn’t understand how to play.

The zzz bar just keeps depleting in like 15~20 seconds and none of the toys seem to work stopping it nor slowing it down. The initial dialog says that I need to talk to the suspect, but I can’t find how. So I was stuck in a loop, repeating the level’s initial dialog, and then losing without having enough time to try things :(

Developer(+1)

Ah, sorry you were stuck, but thanks so much for the feedback! Unfortunately, it sounds like you might have ran into a bug that I didn't get the chance to figure out before the end of the jam, but you were right that the toys should have helped slow down the bar and progress the game.


I also wanted to have some "talking" dialogue show as you activated the toys to provide that visual feedback that you were going down the right track, but ran out of time. From your feedback though, I probably should have prioritized that to improve the gameplay.