Skip to main content

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

The Wild Wild EastView game page

Howdy partner, I see you're lost. Well come and get found in the wild east.
Submitted by WattleGames (@WattleGames) — 1 hour, 54 minutes before the deadline
Add to collection

Play game

The Wild Wild East's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#154.0004.000
Overall#453.2503.250
Enjoyment#483.0913.091
Concept#573.3643.364
Use of the Limitation#702.5452.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
5

Software used
Unity, Procreate, Ableton, Miro

Use of the limitation
We interpreted unpredictable rules as an opportunity to explore story telling in a non-conventional environment. The player is taken into a world like no-other, where nothing makes sense, with the choices they make seemingly even more so.

Cookies eaten
Oh so many.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Deleted post
Submitted(+1)

Love the art style and the weird style you choose. But I gotta sya, that postprocessing effect is too much for my eyes...

but I enjoy this game nevertheless

Submitted(+1)

Okay I dig this. The whole thing. Like you people did a f*****g good job !!!! :D This start of game is a gem, but your team is even more !! Hope to see more games from you in the future !!!

Developer

Thank you so much for playing! Tremendously kind words, gladyou enjoyed! 🤠

Submitted(+1)

This game is like what if East Saint Louis was slightly more hospitable to human life. I dig. 
Love the tone and presentation but what ties everything together is the writing and the story. Very fun energy that permeates through it all. Some minor technical errors don't detract from what this game does right which is a lot. Will say though, with a game who's main mechanic is about clicking on dialogue options, I do wish that the clicking on the dialogue options was somewhat more reliable. 

Developer

Thanks for your feedback! Responsiveness is not something we've received feedback about so this is great to hear. Will be adding this to the list of things to look into! 🤠

Submitted(+1)

Love this style! Weird, wacky, and unsettling characters; and lots to see.

Unfortunately, my game crashed half way through (while trying to room transition in southeast), and the pacing of the game was slow enough that I didn't want to redo my progress. Regardless, I can see there's a lot of potential here!

Developer

Thanks for playing! We're looking to add a patch by end of next week, addressing the movement issue and adding the remaining content to the game 🤠

Submitted(+1)

Really excellent presentation, it feels very high quality in both the UI and world. I did find I was wanting for a bit more gameplay, walking around and talking to the various residents is neat and suitably wacky but I would have loved a bit of fetch questing or puzzle solving to round out the experience. The voice acting was definitely a surprise, nice work on this entry. 

Developer(+1)

Thanks for playing! The "full" experience had this in mind, but due to time constraints we weren't able to achieve the vision we wanted, there's a patch coming later next week, bringing more meaning to dialogue interactions  🤠

Submitted(+1)

I like the art-style and general take of the game, reminding me of some old Sierra point-and-click games. 

Since you're asking for feedback to take this forward:

  • Moving the character around in the world seems a bit pointless since it's only to switch scenes and talk to characters. I'd prefer to be able to just click, especially because the movement is slow and I get stuck in geometry.
  • None of the dialogue options seemed to have any effect. I know this is meant as a demo but it might give players a better idea of your vision to have fewer options that actually mean something in terms of effects in the world and taking out characters and choices that aren't implemented. 
Developer

Hey! Thanks so much for playing, your feedback is really intriguing. Whilst we expected comments regarding your second point at this stage, your first has certainly given us a new perspective.  I think the decision to use the current control scheme was not from much thought, but rather from intuition - if we want to grow this into a better visual novel experience, this is something to definitely look into. Thanks again for your kind words and detailed feedback! 🤠