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A jam submission

Road to the Next LifeView game page

Reach the end of Limbo, lest your soul be lost forever
Submitted by Louis Ludwig — 10 hours, 46 minutes before the deadline
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Road to the Next Life's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#64.8004.800
Engagement#94.4004.400
Overall#174.1504.150
Gameplay#283.8003.800
Theme#453.6003.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

hello! It’s the last three days of the jam, and I was really interested in playing this and giving you a rating, but I am unable at the moment. Your game looks very interesting and the main character reminds me of character designs I’m quite fond of so I was really hoping to boost your chances of winning the community vote. But since I can’t, I thought I’d show support another way; artwork

excuse if it looks nothing like your character, I am sorry. I tried my best but I’m quite busy. I hope you appreciate this secondary form of support. Best of luck in the jam!

Developer (1 edit) (+1)

This is so incredibly sweet of you to do! I love it! I'm sending this to the rest of the team ASAP. It's really, really touching to see artwork for our game. And no worries about not being able to play it right now; this alone means a lot to me. Thank you so much, and best of luck to you as well!

Submitted (3 edits) (+1)

Wow, this was a pretty solid experience. The artstyle was really on point the whole time, and the story was interesting and well told.
I especially liked how you converted the battles into puzzles, and for the most part of them you guide the player into making a choice that's morally wrong out of necessity - like how the protagonist did. I'm just not sure about punishing the player for not ratting out their friend, since the excuse of "I can see in your eyes you're lying" felt a little too convenient. So having to restart the fight just for that felt very unfair.

But overall I really loved the game, this has to be one of the most solid entries of the jam. Congratulations!
If you're interested, here's the VOD of the stream: 

Developer (1 edit) (+1)

Thank you so much for your kind words! I appreciate you sending a link to the VOD too; I (and the rest of the team) absolutely adore watching people's playthroughs! I'll get to it as soon as possible. I've tuned into some of your streams in the past and had a lot of fun in them!

And thank you for the critique. After watching some people play the game, I agree that restarting the entire fight at that point looked like a huge pain. More unfair than it needs to be. My initial reasoning behind this decision (as the writer) is that the guilt-bearer was wracked with nerves and overall isn't great at lying. Furthermore, since it was a representation of a past event, the outcome is unavoidable. But I don't think that was executed as well as it could have been. I agree that it comes across as a bit too convenient. I'll take your words to heart and think of ways it could be improved in a future (post-jam) update! Thank you again!

Submitted(+1)

Amazing art, moving story and some interesting mechanics and battles, extremely good submission.

My only gripe is the sound effects used for text boxes! super loud and totally unfitting for the vibe of the game, also replacing the bubble icons to fit the art would have been nice, other than that though the game is very good :D

Developer

Thank you kindly! And it's nice to see you again; I recall running into you during the Twitch stream, if I'm not mistaken?

I'll fix up those sound effects (one way or another) in a post-jam QoL update! And I'll make note of replacing the bubble icons too! Thank you for the suggestions!

Submitted(+1)

This brought me to the verge of tears. There is only one way I can describe this game, and that is beautiful - more than any of the other games I have played in this Jam. This spoke to me and it spoke to the horrid times we live in. I can't heap enough praise on what you've made here.

The music, the hand drawn environments, the characers and battlers, how the gameplay meshes with the writing. It was all incredible, but the highest mark of quality I suppose was not really thinking about any of that, even when I came in to do so. I was just swept up by the game itself. Amazing!

Developer

Speaking as the game’s writer: thank you. Putting out any story is a very vulnerable thing to do. I constantly downplay or criticize my work, because I am my own worst critic. Then, I worry if it’ll have the intended effect of emotionally moving people. I wanted to do this subject matter justice, as it means a lot to me. This is, I believe, the first time someone has said my work brought them to the verge of tears. So, thank you. I’m very grateful you enjoyed our game!

P.S. I was happy to see you comment in particular, as your submission is on my to-play list! I’m a big fan of dark fantasy/CRPGs (including your named inspirations), so I have a ton of admiration going in.

Submitted(+1)

Congratulations on coming in the top 10% on the public vote! And #6 on presentation! :D It's well deserved - good luck on the judges results when those come in.

Developer

Thank you so much! And congratulations on your 50th place ranking! Your game stood out to me as well because it’s one I would play independently of any game jam. It reminded me of my favorite classic CRPGs.

I actually stumbled upon your BlueSky post mentioning RttNL while looking for streams or let’s plays of it. Your support is greatly appreciated and encourages me to keep creating. I still cherish your initial comment. Sadly I don’t use BlueSky, or else I’d give you a follow back! Thank you again.

Submitted (2 edits) (+1)

I absolutely loved my time with this one. It's a beautiful, deep experience which may speak to anybody suffering from (or surrounded by) oppression and persecution - a sad tale as old as time, and worth retelling constantly.  And the story itself is well told, mysterious and slow to reveal itself in a satisfying way. The theme is necessarily unclear, so that the reader can interpret the nature of what's happening in their own way, but never unclear.

I love how the game uses the battle system to tell sections of story, although I did find it a bit inflexible at times, as the outcomes are predetermined. This worked well in the second battle scene because I had the opportunity to try other options until I had to give in to the inevitable, but not so well for a later scene in which I felt I had to know the exact options expected of me. 

Outside of battle the gameplay is varied in each area, keeping things fresh and engaging. 

Of course the art is lovely, although I sometimes felt like some animation may have helped make it seem more alive. For example, the first area felt very dynamic with the moving stars and clouds, but the river just ahead felt less so as the water didn't flow at all. Still, it's only details. 

The only thing I would say though, is please consider changing the sounds for cancel and select, they are super loud and out of place. I muted the game after a while. 

Again, I loved this. Thank you for the story. 

Developer (1 edit) (+1)

No, thank you! I really appreciate your comment. This subject matter means a lot to me; I'm glad I could do it justice. I was worried I didn't execute the intentional ambiguity well enough, so I'm relieved to hear your take on it ("necessarily unclear [...] but never unclear").

Someone else mentioned similar issues with the sound effects, so I'll make sure to fix these (one way or another) during a post-jam QoL update! Animations would require a lot more work, especially with how we set up the maps, but I'll make a note of it if we ever decide to do a large overhaul down the road (Road to the Next Update?). I can see how the difference between the first map and the hand map would feel jarring!

(+1)

this looks visually amazing, really! But you could've used a custom font instead of using the default rpg maker font. That's all. Maybe a custom message box too.

Developer(+1)

Thank you for the kind words and feedback! I hear you about the font. We talked about changing it near the end, but ultimately stuck with the original for the sake of accessibility and time. If we used a font that varied too much from the original, passages could've been cut off. It was a learning lesson to settle on a font earlier rather than later if you're on a time crunch! In the future, after the judging is over, I'd like to release a patch with a custom font! Assuming that's allowed, of course.