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Extracción's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #35 | 3.464 | 4.000 |
Gameplay/Design | #41 | 3.464 | 4.000 |
Overall | #52 | 3.248 | 3.750 |
Graphics | #64 | 3.175 | 3.667 |
Fun | #67 | 2.887 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Anything noteworthy (bugs, unintuitive UI, gameplay suggestions, etc). As a sidenote, I plan on further updating the game, in particular the combat and item system, the script / dialogue trees (in particular Copper's), the map and alert system (to make the node selecting gameplay clearer), and adding more interactions with the main cast + side characters.
I have a lot of ideas and I want the worldbuilding to better bleed into the gameplay, but I dediced to tackle other fixes before. Therefore, feedback in almost any area would be very appreciated :)
What did you update?
Optimization, localization, small bug fixes, and added an ending + credits scene.
Name of updated upload (if downloadable)
Version 0.2 (current), WebGL version is also updated
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Comments
What can i say amigo, Great experience and coming from a neighbour country! (We are from Argentina) The feeling was really nice, and i like the story, following the connections and how you can lose time points depending on the conversations. The Aesthetics are also really nice! things i can suggest hmm....
Well you already said that you are working on combat and such, that's the part that i'd focus the most, since at some point the combat seemed detached from the gameplay experience, maybe adding more info when getting into combat, something to explain more
Music was really good, it's a nice BGM for this type of game, and +1 for having the sound sliders that sometimes most games doesn't have.
1 issue i had was that after advancing a lot, and after a fight, the screen went all black and i couldn't keep playing.
I can agree that the map needs more variety, but overall this is a great game, and i can see it reaching steam. Great story and idea. Will keep an eye on it!
Muchas gracias por jugar, me alegra que les haya gustado! Que felicidad encontrar vecinos latinoamericanos haciendo gamedev. Más tarde le echaré un ojo a su juego :D
Also thanks for the feedback! Now I'm 100% certain that the main thing I need to focus on next is the combat system. Good point on information too, I wanted to include some kind of tutorial / explanations this time around because the way the systems interact isn't made clear at all, but the systems are already there.
I'll try to reproduce the black screen error, do you remember at what point it happened more or less?
hmm tendría que revisarlo de nuevo, fue aproximadamente despues de avanzar unas cuantas veces. Tuve 6 o 7 peleas. Junte unas 2 o 3 bombas y 2 medikit. Luego veo de nuevo y en tal caso paso captura si te sirve!
Interesting core with good accent on narrative and management of resources.
TBH this type of narrative driven games is not my piece of cake and I felt lack of depth to the gameplay. The narrative is communicated primarily through optional(?) dialogues, and I for some reason should waste my gameplay core resource on them. I think it would be less intimidating if the dialogues would be portrayed more as a reward, not as investment, and therefore be free (resources spent on them are reset after the scene anyways).
As for the core:
Great work on translating the game for 2 languages and giving the player option to choose (and then change) the language. It is clear that you care about the user experience.
Overall very polished and well-made entry. Keep up the good work!
Thanks for playing, and for the feedback!
The optional dialogues are meant to be a part of the resource management, with the incentive of finding out if there is a traitor in your group (and who it is), but I don't currently emphasize that enough in the game itself. The idea would be that you can also use your spare time for other things at checkpoints (like making items, does that sounds like a good idea?) and thus are forced to think about who you can afford to talk to, or how to talk to them: I plan to have more 'pointed' questions that consume more time but can potentially give you better clues as to if that person is a traitor or not. Maybe it would also be a good idea to have some 'free' interactions as well. I also plan to better integrate the story into the map gameplay, like making characters react to situations / places but keeping the longer interactions at the checkpoints as it is now.
The combat system is also definitely something that I plan to overhaul, as in building an actual system (for now it is indeed random). Did you notice how the alert system works? I think that also ends up being unclear and not really impacting the gameplay, so I'm thinking of removing it altogether.
I've 100% come to agree with you on the map part as well: at first I wanted to portray the city in a kind of 'grand' scale, but the only cheap enough solutions for me to implement on my own ended up being either very time consuming, or looking bland (AKA the current map). Lately I've been thinking about having a flat map, and showing a holographic 3D animation of the characters moving after selecting a node (like just running on a plane, similar to the fights). I would also like to show some specific nodes in more detail, like a POV from a security camera or something, so that I don't have to build the whole city in 3D and can just focus on specific places and camera angles. Does that sound better to you?
Again: thanks a lot for the feedback! I have been putting a lot of thought into it and polishing as much as I've been able to, so this helps me a lot to know which parts require more attention than others.
Good game but would be a bit better if copper had more to say or if you could do stuff in fights
Thanks for playing! Both of those things are on the top of my list for future updates :D