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Desperation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1 | 4.000 | 4.000 |
Playability/Presentation | #4 | 3.667 | 3.667 |
Overall | #4 | 3.733 | 3.733 |
Diversity | #4 | 3.333 | 3.333 |
Empathy | #4 | 4.333 | 4.333 |
Originality & Creativity | #9 | 3.333 | 3.333 |
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.
- The idea is very rich in possible “gray moral” choices, difficult dilemmas, forcing you to live through the lives of the game characters, absorbing the pain and other feelings range. There is a quite popular game available which represents the same topic very well. Probably because of this existing game experience I had a certain expectation, and I wanted to see more in the demo. As a quick demonstration of the idea – it works, in terms of the game perspective – it would have required a better game loop I would say; since I mentioned the similar game example above I cannot rate top the originality; however I really liked the visual, sound and atmosphere, it helps to feel the message. Suggestions for improvements for future experiences: a game should be a game first of all, it should engage people, forcing them to get interested in the made-up world and its narrative.
- This game sets up a compelling scenario and illustrates it with effective art and sound design. The game was entirely playable, fun, and offered a certain amount of challenge. It was an interesting and unexpected take on the object from the IWM collection. I found the controls a little sensitive, particularly on stairs. Though not currently saying much about the diversity of people’s experiences during the Second World War, the game could conceivably reference such diversity in various ways, if it were to be further developed.
Which object does your game link to? Please explain the connection.
Cyril McCann Model.
Our game submission was inspired by the model itself and the question attached to the model which asked how a game might look and feel in a more domestic setting. We chose to set the game in a civilian house during the London Air Raids of September 1940. Our game aims to tell the player a story snippet of what life might have been like during the Blitz for young children and the struggles and moral dilemmas they might be put through during desperate times.
Agreement with our T&Cs
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