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Goodbye Watchman's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #44 | 2.646 | 3.500 |
| Visuals | #47 | 2.797 | 3.700 |
| Creativity / Innovation | #56 | 2.343 | 3.100 |
| Overall (Fun and Playability) | #67 | 1.739 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
We focused on Retrofuturism having the game take place in a world that is centered around Macrocomputers as the next evolutionary step from mainframes like the ENIAC. As a result computers are big, bulky and require a lot of maintenance which you are hired to provide. Other examples include Vacuum Tube based technology which is used throughout the Complex.
Where did the assets come from?
Most Graphics were created by the team during the jam
Most Audio was created by the team during the jam
Some graphics assets were downloaded or made prior to the jam
Some audio assets were downloaded or made prior to the jam
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Comments
This is a pretty neat idea actually, hope you'll finish and polish after the jam!
Hi,
Since when you enter the room indicated as Mail Room on the map it's actually called Sub Processor B then I've been wondering if it's possible to mail the Power Usage Report after you gathered it of if it's not possible to proceed further than Day 2.
Note that I got a "Failed to load img/characters/Switch2.png" message at some point but renaming the !Switch2.png file to Switch2.png worked.
The idea is great, the look'n'feel is spot on,the "tedium" of the job is well done, as is the good implementation of the map that gives you the general layout without showing where you are (I had no trouble navigating based on that).
But, like the others said, the game could've used some better tooltips and information. And I think I had some issues with the controls as well. The more I played the game, the less responsive controls became, as if the game itself slowed down (memory leak somewhere?) and I even got unaligned from the grid a couple of times, with my rotation stopping at an angle that wasn't 90 degrees. This made interacting difficult, but I think I just caught some rare bug.
I can really only echo what the other commenters have already said. Graphically everything is solid, and the SFX adds to the atmosphere. The implementation of the theme is excellent and really interesting. But I think it goes almost without saying at this point that a blind player is missing a substantial amount of information to really get anywhere without it being frustrating.
Finding the right processors is an absolute ballache, they need to be labelled on the map or physicaly - or the location given needs to be a grid reference.
It's a very ambitious entry with some really style to it and a creative approach, but it is quite frustrating as a player when you more or less have to resort to trial and error.
I played this for about 40min. I had to check about every processor to find the one i was looking for. How they are laid out needs to be supplied to the player in some way, on the map or in the manual. I completed it and tried to receive a new one in the terminal, but there were none. I couldn't exit for the day, so I just stepped around until the timer reached 0, but I still couldn't exit. So I gave up at that point.
Tilesize is small, but the biggest issue for me was that I had to use the clickable arrows often to realign myself on the grid. Those makes you step one step at a time, but the WS key inputs steps two steps and sometimes 3.
The core idea is solid and could make for a great game. I'm rarely a fan of RPG maker but this is one of the best implementation/use of it Ive seen so far.
The retrofuturism was implemented well here, a world of macro computers, very cool. Graphicly everything fits well together and I like what you did here with the lockers and how you painted them with a perspective in the sprite. I had a very hard time finding the goals of the objectives. At least put A and B on the mainframe rooms on the map. The presentation was spot on, the manual, the blueprint map, the keyboard interface…great. What I did not like is the movement. The tile size feels to small and you don´t see a bit of the tile you stand on. You are to near to the walls. Improve on the objecives and you have a winner at hand.
Loved the vibe of this one, for some reason it crashed complaining about a scale variable - I didn't get far unfortunately.
Music was good, and liked the visuals too.
Incredibly cool looking but I could not find reactor B to save my life.
The presentation is insanely good on this jam congrats :D I found finding the objectives was a bit hard though... Even if I went to the area shown on the map it still felt like I was wondering around aimlessly trying to find what would trigger the next event. Some markers on the map would help or better in game visual cues where to go! (Saying reactor a or whatever it was when there is reactor rooms east and west does not help too much xD )
Really good effort :)