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A jam submission

The Weight of JudgementView project page

Submitted by Codeclipse — 1 day, 7 hours before the deadline
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The Weight of Judgement's itch.io page

Results

CriteriaRankScore*Raw Score
Originality & Creativity#14.3334.333
Empathy#14.6674.667
Fun#14.0004.000
Diversity#33.6673.667
Overall#34.0674.067
Playability/Presentation#43.6673.667

Ranked from 3 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.

  • This is an interesting and original concept, and reading it I felt I gained a reasonable idea of how the game would work. I can see how the game could offer a powerful emotional and empathetic experiences. Though not currently saying much about the diversity of experiences had by different people in wartime, the game could conceivably reference such diversity in various ways, if it were to be further developed.
  • I really like the powerful message of this and the subtle/well-thought out presentation of it through the mirrored maze, winning is to accept defeat and the power of memory/truth and self-distortion. There is also significant potential here in terms of diversity with random characters selected, depending on the characters used, and the psychological ‘chase’ element of confronting your own nightmares/conscience is well thought out. Potentially minor points on future pitching of this, such as in potential for really best highlighting the ideas through document layout and illustration, but otherwise very effective.

Which object does your game link to? Please explain the connection.
Object #4 - The Signing of Peace in the Hall of Mirrors
The people in the picture are regarded by others, and themselves, as heroes for bringing the war to an end. They are all focused on their own self-importance and ego and personal impact, and in securing their legacy in the history books. The mirrors around them reflect many different images of themselves, which none of them are willing to choose to face. They don’t acknowledge their personal actions, or inactions, that sent millions to war in the first place. They hide from the true, full extent of their impact and only choose to accept that which paints them in a positive light. The mirrors only reflect that which truly is, and that is why they are unable to face it - they are surrounded by that which they don’t want to confront.

The game's core feature is the large mirror maze, which reflects the character's perceptions back at them. They cannot outrun or hide away from the reflections and are forced to confront them.

Agreement with our T&Cs

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