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Thank you for the immense amount of feedback, we sincerely appreciate every bit of it and will consider every aspect of it for future game jams and other games. 

For our second game jam, we thought about implementing much more and improving upon our previous mistakes, but most importantly we tried to have as many self-created assets as possible, during the time of the game jam. As a team of two, we did try to narrow down the scoping due to the amount of time available but was unfortunately very difficult to keep in our own scope... the life of a student and part-time weekend jobs is honestly quite dragging. 

As team Twin Hydro, we do like to aim above our very own expectations and satisfaction requirements, but it's to be quite the detriment to a complete jam. We'll definitely try to plan better in the future.

For the narrative, we wanted to create an engaging dialogue between the two characters, but like the lack of text objectives, subtitles, tooltips, sound feedback, game balancing and testing, audio balancing, we approached these challenges at the last possible moment of the game jam.

At the end of the game, we wanted to allow the player to have multiple choices to choose from which will all lead to different kinds of endings like:

1. Destroy and Disable the AI (but then the player goes with him and dies alongside him).

OR

2. Keep the AI activated to continuously study and learn from the humans.

We also wanted to pace the player to avoid any overlaps of dialogue by either implementing a skip dialogue function or just simply make a long passage for the player to walk in at the start and/or the very end. As per the end of the game, due to the time limitations, we used an old-fashion way of ending the game, by displaying a black screen with one final voice-line and once it finishes, the player would've automatically be returned to the main menu but some unfortunate responsibilities consumed this issue, forcing it's way to an unforeseen bin of bugs. So yes, the unfortunate black screen was the end, after all, the only way out of it was to quit the game as the 'MAIN MENU' in the game menu button also wasn't able to return to the menu. A very simple fix was required, but unfortunately, it wasn't noticed.

For the narrative feedback, we wanted to display the dialogue text at the bottom, while also displaying the persons' or AI's name, let the AI react if the player falls in the water or gets shot by the player, keep statistics that may interfere with the player's hud during the game to joke with the player or to tease the player.

We fully agree with you regarding the flow of the narrative and we admit entirely to the fact that the overall narrative is sluggish and not engaging at all with the player. We definitely make sure to squeeze in more time for narrative. 

Thank you once again for all the spectacular response and in-depth feedback, it really helps us to understand what we're delivering for all the gamers out there. Thank you for hosting this game jam, it was great fun!

(4 edits) (+1)

Well I wouldn't say that the narrative is "not engaging at all with the player". I think it sets up an interesting premise, and it's well executed, so listening to the dialogue provides entertainment in itself. And I think an interesting premise like this can be turned into more engagement given a bit more time to work on the project (like if this wasn't a quick jam game I feel like you would have gotten there).

I thought some of the pacing solutions were quite brilliant actually. All those airlocks were clearly there to allow voice lines to complete, but they also had this dehumanizing effect, like I was being constantly sprayed with disinfectant because the AI thought I was dirty. This really builds on moments like the "play room" where the AI brings the player into something like a children's play room, it feels demeaning, it feels like the AI considers the player to be a dirty child.

And that kind of world building (with disinfectant airlocks and the children's play room etc) is part of the narrative obviously. And it's kind of great that the dialogue (as far as I can remember) never refers to the airlocks and never calls the player stupid, it just leaves it up to the player's imagination to figure out why they are being treated this way. That's the good kind of gap in narrative left for the player to fill.

Have you watched Idiocracy? My single favourite moment, possibly in any film ever, is the IQ test scene that humans in the future are assigned. It's such perfect world building, it doesn't need any explanation or dialogue.

I would love to fully finish a project which was made from a game jam, heck maybe we may consider doing that very soon.  I haven't watch Idiocracy before, but I'll definitely add it to my list of movies to watch next, it sounds quite hilarious and interesting. 

Thank you once again for the valuable extended feedback!