Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(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!