Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, I remember you from GMTK 2022! :)

Sorry for the build problem, but I see you already uploaded a fixed version, so I will also take a look.

Semi-on-the-fly remarks:

[game jam version]

  1. I like the context. X) Some other games thought about it apparently, but still, funny take.
  2. Game page: weirdly enough, the fullscreen button is semi-hidden by the white background for the text (I am using Firefox); it does still work.
  3. Effective introduction texts, with clear text animation.
  4. This may be caused by the navigator version, but when looking towards places with a lot of things, the FPS tend to be somewhat low. It probably also depends on computers, but it is felt on mine. I guess the many detailed 3D models and high resolution have a cost.
  5. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
  6. The party sounds do make it feel like the ambience is lively or even raucous, but I think something is off. Maybe the fact that it is a bit ‘sinusoidal’ instead of continuous; also, you can tell where the loop is a bit too much.
  7. The second task (saluting the best friend) is already ticked from the beginning.
  8. Did you know: the one-eyed pyramid logo on the drums is classic esoterism. (Freemasonry / Cabalistic seedy stuff, actually.)
  9. Apparently, you can run with Left Shift but not Right Shift; I think it would be useful too.
  10. At some point, for some time, I could move the camera, but no element was moving! Weird.
  11. By the way, changing the zooming level on my navigator does not break the rendering, this time, so maybe you managed to find a solution since your previous game! :)
  12. Gameplay: I think it is not obvious what impacts your ‘social battery’. For example: are the static people ‘dangerous’? What about the yellow discs? Some cue (visual and/or audio) would help the player.
  13. A lot of details went into designing the house; you definitely like designing worlds, apparently. :)
  14. The choice of anime characters is a coincidence seeing current Mini Jam 114’s theme. ;)
  15. There is a navigator-related bug: if I zoom out (in Firefox), then, when the mouse is captured, I get a constant slight rightward camera rotation. This may be entirely related to how navigators handle this, or Unity, I do not know.
  16. I think I found the hamburgers, but I cannot take one.
  17. No ‘conversation battle’ ever popped up, so I guess this is amongst the content that does not work because of the build problem.

[fixed version]

  1. I notice one instance of the Girl with a Pearl Earring painting is stretched horizontally (in the large living room, above a sofa).
  2. I feel like the mouse has even more trouble getting captured than in the game jam version! X) This is entirely a navigator issue, though.
  3. The zoom-out effect when running is a good idea.
  4. I like the use of Emojis; the fact that their speeds are different (although reasonable) makes the rhythm phases tricky (but manageable).
  5. I think some cue should show the player that he has accomplished a task; I saw the box for kittens ticked, and only then noticed the (cute) cat in the corner! X)
  6. Apparently, you can still move at least at the beginning when a battle is triggered. I also wonder whether our social battery keeps on lowering independently on the battle or not.
  7. I feel the fact that the ‘social battery’ lowers constantly is a bit too punishing. I think the battles should be enough, as it is already not obvious navigating your way to the objectives.
  8. [Spoiler] Weird, only going to the bathroom is apparently enough to achieve the kitten task. Aaaah, there are kittens there!! So small, if you do not move the camera properly, you can easily not make them out. You definitely need some cue.
  9. Beat the game! Once you know where the three objectives are and can handle the rhythm game, this is rather manageable. I only feel the inertia seems a bit clunky, but this may be caused by the lag and my AZERTY controls.

Takeaway: I think the main thing that would greatly enhance the game is cues to help readability for the player: when a ‘quest’/task is accomplished (for example, the audio line for the best friend is a good one!), and maybe make the yellow halos cleared. Just a suggestion: cel shading might be a good visual option for this game, as it would add (possibly black) outlines and fit with the ‘cartoony’ models.

I like the theme interpretation and how you mixed two genres (rhythm game + collectible quests). Some surprises/variations in the gameplay would also help keep it interesting, as this is otherwise a one-time hide and seek.

Thanks for the experience (and sorry for the build problem!). :)

(2 edits)

Oh hey again! :D What a coincidence! Thank you once again for the detailed feedback, it is quite helpful to us. And I extra appreciate you checking out the new upload(we just wanted to show our family and friends). Just as a general thing I super agree with you on a lot of these-- I think we bit off more than we could chew and ran out of time.  We just barely skated by with the core gameplay only to have a build error! I'm still glad for all the learning I did but phew--it was a busy week. 

1. Thanks! I saw a lot of horror games and wanted to do something different but I think it still became a bit of a nightmare for the introvert haha

2. Ah that is something I will need to consider for next time

3. We tried to learn a bit better from last time! But this could definitely use a bit more polish.

4. We were also having some issues with looking around and getting some lag or stuttering. I think we have to learn how the Unity profiler works and/or move to Windows download if we make bigger games. Learning to optimize is definitely on our list!

5. Luckily Unity/the assets made the arrow keys work by default lol

6. I have to admit I'm not sure what sinusodal means in relation to music but I wish I had more time to work on the background music, I definitely just threw a crowd soundtrack in there haha. But it sounds like a more lively party than the somewhat sparse party in the game.

7. Yeah this was because of the race condition that broke the entire build T_T

8. I didn't even notice! That's the 2nd time one of the free assets has had hidden stuff like that in there. Had the same problem in GMTK :(

9. Good point 

10. I'll see if I can reproduce this

11. The player character script was already built in, so I can't take credit for that one but I'm glad it's better this time.

12. Now that you mention it I can see how that's unclear. For the record, the battery ticks down over time as you're at the party. You can end up taking additional damage if you fail to dodge the Extroverts and end up in a Conversation Battle. (Admittedly this needed more balancing than I had time for)

13. I really do! This one took a good bit longer(6hrs) than last time (2hrs) though. But I learned last time gameplay should come before level design. Learned a lot of hard lessons this time around and they ate up time. And even though 6hrs is quite a while I felt like I was really racing to build it.

14. Most of the human character assets on the Unity store that are free are anime! I was actually hoping for something a bit more plain for clarity sake haha. I need to practice Blender more! Sort of to your note about cel shading I was hoping to do something more in line with that but haven't learned how to yet.

15. I'll check into this but Unity seems to have a lot of issues with web builds hmm

16. Yeah, part of the build bug unfortunately

17. Correct.

-- fixed version

1. Oh good eye. I definitely spent too long on level design and didn't come back for the little details.

2. Hmm that is odd considering the small changes we made to fix it but I shall look into it

3. I can't take credit again, that is built into the anime lady!

4. I agree, redseiko did great with making the rhythm game. He has played a lot of DDR haha

5. I tried to add a sound cue but I think it gets drowned in the background sound. I need to learn how to balance all that in unity better for sure

6. You can move but your position doesn't change basically (it's just the walking animation). But yes, the social battery timer does keep ticking while in battle. (Just didn't have time to balance T_T)

7. I think it probably just needs to be a good bit slower, I did notice it's a bit too punishing as it is.

8. Ah I did not realize they would be so hard to see! The camera probably should have panned to them for a short cutscene or something like that.

9. I think ideally it'd be a game you didn't have to repeat to beat but we just didn't get it there in time. It definitely feels clunky even on QWERTY 

Will definitely put more time into gameplay cues and readability next time!
Thanks for playing our game!