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(+1)

Others seemed to like it very much, but it didn’t click with me.

I think the main problem is the dissonnance I felt between each part of the game.

  • The name Present Quest implies a game where the goal is to collect presents, but it’s not the case at all, so I think it’s not well chosen.
  • The various stats implies that there will be some management in the game (which tells me that I should make sure I’m never hungry and that I should think to save regularly), but I had the feeling it was very difficult, if not impossible, to starve or run out of energy (the game always forces you to eat when you are hungry). Moreover, I didn’t find it enhanced the rest of the game (all this UI makes me more detached from the story and the emotional impact.)
  • The shift in tone and mood was pretty brutal. I know, the game warned me, but since the game is not advertised as such (for me, “Present Quest, a visual novel Christmas adventure” with cute graphics is not a game that will have such a mood swing), it’s a bit jarring. Maybe it’s the point of the game, to show that anything can happen suddenly, but then I’m not sure it’s appropriate for a Christmas jam.
  • The puzzles were too arbitrary, unlikely and disconnected from the plot to my taste.

I also found the puzzles too difficult, and Pel was not always really helping, because while I knew what to do, the answer I was finding did not match. (For example, for the bus puzzle, she tells me I should follow the line to make numbers, but I already understood that part; it’s just that the numbers I was finding by doing exactly what she was saying didn’t give the right answer, so I guessed semi-randomly in the end. The game states that Pel eventually gives you the answer, but that’s not true, she only tells you how to find it.) And for the puzzle requiring some 80s culture, I wasn’t even born at that time, so it was not too evident/easy to find the answer (fortunately, Wikipedia exists :p).

On the good sides, it was well written and the characters were compelling. And technically-speaking, the game was really impressive, with all that UI and animations.

So for me, while a good game, I don’t think it worked as a whole, neither as a Christmas game. Or maybe I’m just not the target audience, since it looks I’m the only one thinking that.

Thanks for the detailed comments! And I totally understand where you are coming from, and to be honest, I don't think you are the only one who doesn't like the game. I'm sure there are many who dislike the game, for similar critiques. :)

In fact, I even went into this jam knowing the game I am creating wouldn't be for the jam's audience. For the rating of 'overall enjoyment', I'm pretty sure I'd be scoring low across many players. :D However, I wanted to create this game, and I wanted to attempt to meld escape room like puzzles with a narrative. It's a difficult thing to do and although I'm somewhat happy with it, I know it's not perfect by any means, and as you said, you found it disconnected. 

Many people have asked about the title, and a few want the title to reflect what the game is really about. I'm still thinking on that, because I didn't want to telegraph the plot twist. The title, the graphics, and the UI was put there so people would be distracted, as Terry would be, from what the real ending is. And the shift and tone would be very brutal, just as it was for Terry.

However, I also know people who want to be able to figure out the ending (like a good detective novel), and were displeased about that as well. I have heard from a number of people it was too jarring.

Also a good question though, is such a game appropriate for a Christmas jam?

If anything, I have had the chance to get involved in a lot of discussion about the game. Discussion on its merits, discussions on its failings, and how people feel about what the game is attempting to do in general. And I always enjoy such discussions!

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Actually I didn’t dislike the game, I still enjoyed my play, but I don’t think it really fits the jam.

I didn’t want to telegraph the plot twist

I understand, but there’s a difference between “not to telegraph” and “straight up lying”! :p (I guess I’m exagerating a bit.)

And the shift and tone would be very brutal, just as it was for Terry

I don’t think it’s a bad thing for the shift to be brutal, in fact it works OK in the game, but again, maybe not for this Christmas jam.

For the rating of ‘overall enjoyment’, I’m pretty sure I’d be scoring low across many players.

You placed first! So I guess people mainly rated the overall enjoyment according on the technical/graphical/writing achievement than on the Christmas spirit. (I have to tell I’m a bit disapointed with my own placement.)

I'm trying to figure out how you're quoting... OH! It's under the Paragraph symbol...

I don’t think it really fits the jam.

Understood. There is something to be said about expectations, and I did completely mislead with the expectations I set.
And yes, I am surprised on the results! I am thankful some people enjoyed my game though!

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Maybe "present" refers for the protagonists quest to find his present reality?

I also find that hiding the intention of the game requires somewhat of a bait and switch. If you are thinking presents and Christmas, then you might not be seeing the foreshadowing because you are so focused on what you think the game is, rather than what it was always intended to be.

I was quite shocked with the reveal, and watched a youtube playthrough, where the youtuber was reduced to tears. The tone shift is brutal, but I think within the story of the game, and from the POV of the protagonist, it has to be brutal. The trigger warning I would replace with an age gate warning. I do think the trigger warning somewhat reveals something of "the twist", in a game that otherwise would appear to have zero twists.

It's not a typical "text adventure" game at all, and if I were rating it purely as a text adventure, I would probably rate it quite low.

With regards to judging, "overall enjoyment" is vague enough to allow judges artistic license on why they enjoyed something. An emotional connection, together with a shock twist, together with rather fun (but few) puzzles, is enough for myself (and others it seems) to find the game enjoyable.

I really like object based puzzle games, and this isn't one of those. I don't think my enjoyment of this particular (well written) game would change my overall preferences, because I don't think that someone could take this template and apply it to more games of the same ilk either. It needs many ingredients to work just right. A criticism I would have is that I would have liked a few more puzzles - a bit more meat on the bone, but in order to receive the emotional payoff, I think that leanness actually works in its favour. 

Probably not a game you'd want to play with your 8 year old on Christmas Eve, but as a game for adults, I found it a very refreshing change.

 The trigger warning I would replace with an age gate warning.

Ohhh, age gate. Hmmm, I should look into putting that in too. I do know someone who played it with their 8 year old.