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The Other Doctor's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #653 | 3.000 | 3.000 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #893 | 3.500 | 3.500 |
Playability | #1486 | 2.000 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I think for my time spent playing your game, I found the way the themes were implemented to be interesting. For shadow, I thought of 'elemental effects' when it came to finding the proper solution per customer you encounter. For alchemy, 'combination' seemed to stand out as the way it as incorporated, due to the way the controls worked when crafting. I'd also say the artistic approach to this game was done very nicely. The animations are really good, and so was the music I briefly heard in the menu (with the option to adjust, a nice touch). With the controls or overall playability, while reading is not an issue by any means, I think the only issue I encountered during my playtime was figuring out what kind of potion needed to be made depending on the customer I had at the time. Not sure if I was just misunderstanding how to go about things, but I'd like to maybe see if any 'adjustments' could be made to this system so it made more sense on when/if they are necessary for whatever customer you come across. Overall, nicely done stuff, so keep up the good work.
- The art and world you've built is pretty good. I really like the setting that yo chose and how you incorporated the alchemy theme into the game mechanics. It's unique and interesting. I was, unfortunately, unable to immerse myself into the game as I was greeted by walls of text with a lot of information that muddled figuring out how to actually play the game. When examining the patients I barely understood what I needed to do or how to make any sort of remedy for them. Even going back to the manual did not help at all as I had to weed through too much to even find hints of what to do. I would show the player how to play the game and how things work. Give descriptions of the ingredients that you are using and how they might interact with one another. I am all for lore and story, but it should not interfere with playing the game itself. Strip the story away and show the player how to play the game, then add it back in to compliment the world you are creating.
Did you include your Game Design Document as a Google Drive link?
No, see google docs link in description AS PER THE RULES
Seriously... did you include your Game Design Document?
No, see google docs link in description AS PER THE RULES
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Treat patients in the 17th century and explore the city through Context Aware Dialogue, as you try to heal them with concoctions that balance the underlying causes instead of the symptoms. All while you are left in the dark as to the precise state of things.
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Comments
Very cool idea. One thing is that the “explore” option seems too random, and there is no way to intentionally manage inventory. I like what I see though. Has a lot of potential with just more content.
The plan was to have a good bit more content alright. You can get some glimpses of ideas that we had that we just didn't get around to. That did include event chains to spend time on that would lead to other events, etc. Essentially finding exploration paths that weren't as random. But alas, time got the best of us, and we didn't quite get that amount of content in.
Thank you for playing though, and for seeing potential in our game =)
The style was super cool and interesting. I really like the idea of getting customers and examining their issues to find a solution. Kinda like those bartending games but with an old medieval theme. Unfortunately I'm not much of a reader so I kinda just experimented a bit. I can definitely see potential in this game, great work!
I consider the "just experiment" approach to be perfectly valid. The journal doesn't spell out how to identify the different diseases either, that is up to the player to figure out themselves, and to see how their treatments are affecting their patients.
So we're very glad that you can see the potential, and thank you very much for playing!
I love the design and an art style!
Good job!
Have to give my team mate CasterColumn the credit for that. I just half-suggested a sepia tone style; to which he responded by picking 7 colours and making some killer assets with that!
The design and UI feels very cohesive--great color choice!
Well done with the story-telling; I actually felt bad when I couldn't figure out how to save a particular patient!
Well done.
Neato! We were honestly expecting the colour palette choice to be a challenge but it helped develop sprite designs much faster than usual. So if there's anything I'd attribute the cohesive design to, it's that*. And no worries about not saving anyone, the game's putting you in the shoes of victorian era doctors who didn't know what they were doing anyways XD. Thanks for playing and for the feedback, amigo!
I had i great experience, examining patients and reading the nots had me feeling of being a doctor of the early medicine. The the learning process leaves opportunities for rp and joke like “oh you died? Walk it off.” Or “Damit dropped the medicine *shrugs and picks it up* who’s next?”
Glad ta hear, thanks for treating the ingredient-dropping bug as a feature XD and ofcourse thank you for playing!
every bug is a feature with the right mind set ;)
Indeed XD