Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Raven's GiftView game page

A raven sets out to deliver a gift, but discovers that a friendship shared is the greatest gift of all.
Submitted by Veniea, jayjialin — 3 minutes, 51 seconds before the deadline
Add to collection

Play game

The Raven's Gift's itch.io page

Results

CriteriaRankScore*Raw Score
Community's Voice#503.5003.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Creative Vision / Rationale / How Did You Incorporate the Theme
Inspired by gift giving practices of ravens in real life, and it teaches that our connections to each other are sometimes the most valuable gift of all.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Incredibly cute game. A lot of the comments are critiquing the vagueness but in my opinion it fit really well! I never got stuck or wondered what the controls were for longer than 3 seconds. Even the part with the berry bush felt very tvish. The character wanted to go do this thing but then realized something else sparkling next to it. That is something that I feel didn't need to be narrated and felt like I was really  part of the story figuring that out on my own. The whole thing flowed super smoothly and although it made me SUPER sad when the old man first disappeared the ending was quite heartwarming. Overall really great and underrated game!

Submitted(+1)

A well lit world with warm colors and friendly creatures.

To answer your inquiries and provide additional feedback:

If I didn't tell you the controls, would it have been obvious?

Not entirely. While some controls are intuitive to those who have previously played a video game, it is still favorable for special inputs to be explained. While “E” to interact or “shift” to accelerate movement are common binds, even experienced gamers occasionally get confused. 

Even after being taught the controls, players can struggle to remember them without reinforcement. For example, a playtester of “Venue” was momentarily trapped in a menu immediately after learning the input to close it. Foregoing instruction and teaching nothing at all may enhance this issue because it adds an additional step where the player must first discover the control(s).

Is the direction of the game clear (like what to do)?

At times it can be confusing. Searching for “a specific berry bush in a ‘different’ part of the forest” is vague and somewhat misleading. Players might assume they need to traverse the land instead of just looking below them, and the small sparkle effect coming from the charm may be difficult to see. It’s also possible to kick the charm model away from its hitbox, which requires returning to the “sparkle” to pick it up.

Later on, when tasked with berry-picking, the requirement of a basket is slightly unclear. If a player is not paying attention to the Bear’s dialog, they may not realize what is being asked of them. The basket itself does not stand out very much, and the “sparkle” effect appears below the table. Having some sort of prompt display around interactable items can easily solve this and save players from potential confusion. Alternatively, interacting with the Bear again could remind the player that a basket is needed to fetch berries.

How would you enhance the art style?

The water shader has beauty in its realism, but the shimmering caustics and highly detailed normal mapping are unlike anything else in the game. A more stylized approach to water would fit this world better.

No changes to the models are necessary. The characters and structures have a cohesive style, blending together easily to create a simple and inviting atmosphere. Adding more details to the sky and terrain would further improve that, such as a cloudy, pink sky to complement the setting sun and more varied land elevation.

The voice acting is also quite nice, but the volume should be increased. 

Submitted(+1)

Very cute little narrated adventure. I do wish there was a bit more direction in the level designs though, it felt like finding the correct place to go or item to find was often a wide sweeping search of a large area, which proved a bit cumbersome. Overall though, I liked how the bid controlled and the characters were full of life!! Great job.

Submitted(+1)

The game feels cozy and warm, and the story is very clear. I wish there are more hints(like which direction you should go) for missions because the scene is sparse compared to number of objects you have. But overall it's a great work!

Submitted (2 edits) (+1)

I wish there was a bit more of psychological guidance ( I mean our game also really struggles there because of all the last-minute rushes, so I understand! ) but this is a solid foundation, the assets are simple yet the atmosphere is so soothing; but I hoped there was some more feedback as to what all could be done. 

I did find one shiny acorn but it seemed so tiny, and it felt more like luck that I could find it. I found the friend's abode too, but with relative ease. I got stuck after that point , however.  But good work, I really liked just flying around! I wish I understood the narrative a bit more though - but the idea of collecting little trinkets and making other people happy - makes me happy!

Submitted (1 edit) (+1)

Hello jayjialin - 

I immediately felt connected to the idea of playing as a raven, because that implies flight mechanics as well as some sort of intelligent operation. And although the assets are just a bit above the level of greybox, it painted a peaceful atmosphere--and of course, the crow with a hat is just the cutest thing. 

On my second playthrough, I was able to find my way to our old friend and reunite with him again. It felt touching and sweet. 

Apart from that, I feel like there's not much feedback that is helpful, except to keep working on the Raven's Gift. It's not a fair comparison, because I believe you guys are approaching from a different thematic angle, but take a look at Bird Society, another flight entry in the jam. I felt like the flying mechanic was tied more to their theme of saving the bird's flock. I guess what I'm thinking is, with the Raven's Gift, would it make any difference to the emotions of the game if you were the man's grandchild, or another animal in the forest.

Your questions:

- If I didn't tell you the controls, would it have been obvious?

  • I can, but I'm a developer and have played games for 20+ years. Despite of that, it took me a few tries to know that "E" is pick up and Left Click is crowing. If you want to see a good onboarding UX, refer to Bird Society.

- Is the direction of the game clear (like what to do)? 

  • Kind of - I was able to intuit quests until the rendezvous, but maybe because of the environment design, it was really hard to see anything and I spent some time circling around looking for landmarks - that took away a bit of the heartfelt emotions that I was slowly feeling.  

- How would you enhance the art style? 

  • I think I would arrange the trees and paths in such a way that it naturally leads to the next points of interest (e.g., the ducks, the bear, the lake).

Hope that was helpful - good effort for 2 weeks guys! Keep going! 

Developer(+1)

 :thinking: Yes, it would be a  great addition for to input reasons why we have that flight mechanic in the first place, we didn't think about that. It's true that our quests and the actions of being a raven are quite different from each other... We need to think about how to tie our mechanics together better next time. I'm thrilled that the story was enjoyable.
Thank you for your honest opinion. :D Appreciate the time~

Submitted(+1)

This was such a beautiful game! I loved the story and the message. It reminds me of a charming storybook!