Thank you! I'm glad the visuals are speaking to people. If you are interested in TTRPs and dipping your toe in I definitely suggest starting with a simple 5-minute ttrpg (like 5-minute-machine) and then moving up to a one page RPG. Those are simple and get you used to the basics any ttrpg requires and then move up from there. That said, I really appreciate you taking the time to comment!
Brite Palette
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This makes me an official beta tester! lol
Thank you for taking a look and making an update. Unfortunately a new problem pops up on the "You're pretty picky..." scene. Even in full screen there are so many options that you can't see all of them and the screen won't scroll down. I tried this in both browser types again. I love Twine but sometimes it's a medium that's unpredictable. What can ya do.
But I was able to play enough to see where you're going, more or less, with messaging for the game. I also get that you were/are strapped for time in terms of completing it. I too have had...sigh...numerous aborted Jam attempts. So you're really shooting from the hip and approaching this from a place where you see value and challenges: Response and Reaction in the face of Authenticity. I appreciate the route you're taking because its very tongue-in-cheek - almost a freeze frame for responding - but I do think, if you decide to do an update in the future, that different consequences for choosing an incorrect answer adds another layers of anticipation and participation for the player. It would take it out of the EEEEHHHKKK!WRONG territory and into the guilty pleasure, "I wonder what will happen if I choose this one..." realm - which is fun for some! Not that you need it for every single answer but some can be grouped together and you won't just ht woke cousin but the "One Whose Just Depressed" or the "One Who Hates Men" or the "One Who Thinks She's Malcolm X" etc. You can also have fun with it.
But - you did it nonetheless. Participated in a jam far in advance with a product and now you get to just refine it as you please. That's an accomplishment for sure.
I like the presentation and the allegory you setup. At first I wondered what exactly you were aiming for - I think there's a middle ground between your prose and where the "Eureka!" moment hits that can be refined a bit. However, this is an elevated way to make flash fiction more impactful. I think it would have benefited from more interaction to balance the narrative. OR, add a few more images and enlarge the text so the player isn't faced with a wall of words because in the beginning all the can do is wonder "Where is this going?" and you want to help them reach that point in the most satisfying way possible. Just my two cents, but your entry for the jam is still very smart.
As an aside, I am also a fan of Louie Zong's work ^_^
That man knows how to evoke an emotion! lol
What if, in a free store, the items were even connected to the person that created or donated them? Like in the town there's a placard with Maggie's name and a little bit about her because she makes the candles for everyone or Pablo smiths the silver bullets needed to kill the werewolf. Yes players could take things but it could also be an interesting seed moment to get them to connect with others within a community that doesn't involved interrogating and immediate verbal investigation. I like where this could go!
This one was interesting to play because I don't know a LOT about gig work but I know enough that it piqued my curiosity and kept me going. But I'll also admit - this one was DEPRESSING lol. Cause for the amount of money you make in a day there's no way you can actually pay bills or eat, have a little bit of anxiety because I've been there before and many of us have.
With that in mind, where your game does shine in the novelty of of the assignments themselves. Of course, you can lighten things up and have the player play with their dog after earning money or pet their cat or something to add another layer. Maybe even go for a walk and see changes in their neighborhood or building. All that aside, I think you ARE aware as the game designer that the gigs themselves are important, and thus far you're doing a good job of walking the line between too soul crushingly hollow and "it is what it is". Other jobs might be - being one of those Onlyfans responders. A moderator for Vtuber chatroom. And of course those survey sites that promise to pay you but 3/4s through a survey suddenly decide you're no longer a good candidate.
In the end I think this does a good job expressing how capitalism today can make you FEEL rather than examining its effects on the world at large - which is super valid!
That is such a powerful move for your group to make to elevate this moment. Especially when there's so much anti-Chinese hatred happening in the world your group is sort taking power back by using your creative voice while also kicking capitalism in the groin.
I think that the easiest fix to tie it all together is - when the narrative portions start you have a lot of empty space. This allows the player to focus on the words (something I think was a smart decision because it adds weight and seriousness to what we read) but in the end is just negative space. To help, I believe adding illustrative scenes to, or before those portions would help. It could tie-in the promotional image you use, the action/enemies during gameplay, and let us into the mind of the character we're playing. The other thing you could do is, which is more labor intensive for your team, is to reflect that in the enemies. People aren't zombies and 45,
but that's what's she's seeing...what else COULD she see? Could the backgrounds be changed inbetween levels to reflect her state of mind? There's a bit of magical realism to what's going on already, is what I'm getting in, so why not lean in at just the right spots to give it a little punch and pull it in. Because really that's all you need to tie together - the game's past, present, the gameplay, the narrative. And one character is central to all of that.
That also doesn't mean you have to change anything, but if you work together in the future it may be something to keep in mind. I empathize with having a simple idea and it growing so fast that it's "clothing" doesn't fit anymore so things come off a bit uneven. I think for creatives its fairly common - especially in a team. But I always try to give constructive feedback for Jams like this and I felt your project really earned more than silence.
I really wanted to like your game. It gave me quite a bit of a nostalgia bomb. Mei's movements were really good, the backgrounds and music were on point, and the gameplay was easy to
understand without needing a tutorial. Very much in the Super Nintendo/Sega Genesis/Arcade territory and I love that your team nailed the retro-ness. Simple and straightforward.
However, there were elements that kept me from fully getting into what you were trying to offer. I won't go into detail, but the setup of the narrative, gameplay, and concept weren't successfully cohesive but its obvious that they were MEANT to be cohesive. Then again that may be the wrong term - together they didn't create the impact I think the game wanted on me as a player. Not bad for a short project, though.
This one was a shocker! At first I thought I knew what kind of experience you were offering and as I continued you really threw me for a loop - in a good way.
First, it's a plus that the game is offered in two languages. I played the English version and didn't see any issues at all during my playthrough with translation. Secondly, I like the pixel style and the interactivity through the various segments. Lots of humor here, and it took me a minute to realize how lightheated the game really is. It isn't a comedy but you use wit and sarcasm to make a point and foreshadow what comes later.
Speaking of which, I thought I was playing a game where the goal was to trick someone with a cover story but that isn't quite what this is about. It takes a much deeper look at the effects of tourism and greed. I'm aware that a new law was passed in a part of Spain concerning places catering only to vacationers and pushing out those who live in the actual areas. So this is incredibly timely. It could benefit from limiting the word count in a few spots, but once I got into the heft of the game I didn't mind that as much - still it did toe the line for most my playthrough between informative and wordy. But not enough to make me give up on playing.
And that's my review, I think you made something that really speaks to the theme of the jam but does a service to the topic you're presenting.
I love the style and I can see the outline of a really engaging experience for players. And I want to say that I'm big fan of throwing players in with very little explanation but if I'm an AI I should be able to know things. If you develop this further I'd suggest having a glossary that players can access if they choose - this will allow you to explain certain concepts and do a small bit of measured worldbuilding.
I also ran into two issues, one may not be legit and the other one may not be a concern for you. One, the game came up with an error when I tried to play from the game page through Firefox but I didn't receive that error in Chrome. Then when I tried playing again in Firefox it worked so if someone runs into that issue you may have to advise them to reload the page. The other issue, which may be intentional, is that after certain
choices nothing comes up. It's blank and then the next question comes when at other times you get some kind of a response. This may be on purpose, but if it's not then a glitch is happening.
BTW, I really liked the music choice here. It REALLY set the mood for being amongst people but not WITH them at the same time. Lonely, but in a crowd, with the repetitive singing that didn't become annoying and instead punctuated the monotony of your role as the AI.
One of those rich people looks VERY familiar, lol.
That aside, it's a well made game. I like that the visuals are very approachable since it's meant to be cathartic. The music fits well.
I do think there may be a glitch. I hammered several wealthy people and when I hit one of the normal folks by mistake the game over screen stated that I hit 0 billionaires or something to that effect. But I know I had to have hit at least a dozen or more. If it is supposed to say 0 you may want a stronger indication that the A.I. that replaced you erased your progress or something to that effect. Then again that may be the product of reach double digits and the number in front of the zero just wasn't visible. I played it twice to test it and the second time I hit a normal person on purpose and the number did change.
I think as a short game is works well, but I think you missed an opportunity to use those windows. Having someone where green was a really smart idea to trip up the player but if you revisit this game or expand - make use of the windows as a way to distract and break up the monotony a little bit. Have a plane fly by or have a
little guy appear to wash the windows. Those could be fun.
Lastly, I did love the gasp everyone utters when you hit a normal person by mistake. It REALLY magnified the consequence and that was great touch!
I really enjoyed this one. I enjoy a good idle game and this one had a good UI that was simple to use - I was able to get it without even reading the instructions. I just dove in and everything worked well. The music was kind of "innocuous" or harmless and that helped set up the shock to come later.
Which was, after a while of playing I had to stop and my eyes went wide at the "Upgrades" that I could buy and how they just progressively became more and more outrageous. I was also struck by the fact that I'd chosen so many of them, and how bad that was, but also that with patience I wouldn't have had to do that at all. It's an idle game, all I had to do was sit back and let money accumulate in the window and eventually I'd get to Bozo's great space adventure (It's fine, he can go if he wants lol) without doing horrible things. And it strikes me too...how hollow it was. An idle game was perfect to illustrate the point of just earning without ever being able to enjoy it in a meaningful way.
I was so impressed by what you did here. Good work!
Hi Clorinspats! I took a look at your zine, you should consider adding "comic" as one of your tags so that it's even easier to find.
I know exactly what you're describing. It didn't feel like a rant at all, at least not the soapbox kind of rant we usually envision. What you presented seemed more like a release or an epiphany and I don't always see ideas presented that way. It's effective.
I won't go into my own experience but this RESONATED so well. And I love that you took the time to speak about it in your own way.
I think I saw one grammatical error where you ask the player if they want to "Dumb" waste when you meant "Dump" the waste. Otherwise - impeccable!
The bright colors, the icons, the easily understandable rules made for a very good game that is simple and had a low learning curve. This works perfectly for the point you're trying to make about capitalism. I think some others were made too that were just as interesting. In your explanation you explain a few things but what struck me the most was the psychological effect your game had. It was not fun. And I don't mean the game itself or the mechanics but the task set before me just filled me with dread and at some point I didn't want to do it anymore. Surprisingly, and I don't know if you factored this in (but we'll say you did and you can take a deserved bow) but the ONLY reason I continued was because the note below said to finish the game before reading it lol. I began making ethical choices, not necessarily because I could see the consequences but to spite the system that was doing this. Repeatedly I thought, "Fuck this whole thing!" because I knew my time would be short. And if it's short - why not do something good? I mention all that because it does make me wonder what someone who believes in capitalism would think playing your game. Psychologically, do they blame themselves? Do they dive back in and stop paying attention to the wording to "win" the game? Are they positive they can win because capitalism MUST be a win-lose situation and they are WINNERS? I have to wonder!
You gave me a lot to think about.
You may have been short on time but I found this one to impactful. Even the LOSING screen allowed me to learn something. This is one of two games submitted where I was intrigued by the modern history of it all.
Some notations for editing, on the game main page you'll want to switch these up "
Twice they faced violent evictions were where many of their homes were leveled with to the ground, but they persisted on the ZAD for almost a decade and in 2018 the plans for the airport was were finally cancelled." just a few refinements to help your project shine.
This reminded me a bit of the Water Protectors from years ago here in the US. But while they didn't succeed here it was great to hear of grassroots protest succeeding somewhere, even if you haven't been there yourself. Clear gameplay and style all in one place. You should be very proud!
I love a good Tower Defense game and I'm VERY picky because, visually, a lot of them are uninspiring and don't allow you to fully dive into the world being presented. Not this one. Simple - but I really got it. And the progression is really well done, I can see the game design flourishes here. Worth a play!
You're welcome, I'm sorry that itch.io turned the formatting of my response into...an escher flash fiction piece, lol. I realized after going through a few other entries that you actually added quite a bit to this jam! In fact, I was looking at once of your other entries and thought to myself, "This fits what I was telling them! I have to link...oh, wait, they're the one that made this" haha.
You must feel very passionate about this topic and that wonderful thing to be inspired by in this world. Because what you do really does feel like "art" without the commercialism (the kind I recall growing up with a bit). But I'm glad I was able to help you a little bit. Keep on doing what you're doing!
I can see that you put a lot of work into this - The document is jampacked with everything a group could need and it does a lot to set the mood at the same time. Sometimes a lite document will be heavy on mechanics or heavy on context and you found a happy medium. And all of those playtesters! This was probably refined quite a bit once the idea came together. Congratulations!
I'm sorry, Dusty. I wanted to provide for you game which I did guess was made in Twine and that turned out to be the case. It seems as if you're trying to showcase how to navigate triggering conversations - but I'm unable to play the game effectively. I tried it in Firefox and Google Chrome but the gameplay window is so small that it often will obscure options. So if I choose "Elaborate on the City" the next text fills up the bottom part of the window and no other options can be seen. If I choose "Continue" it does, but I can barely see just the top of the option for that page, and then on the next page I'm assuming there are 4 options and not three but I can't see the fourth option at all. I tried using the mousewheel and the arrow keys to see if it would let me scroll down but that isn't working. Just something to be aware of since I'm not sure if anyone brought it up yet.
A game with a dry sense of humor and lots of socioeconomic commentary baked into the mix. I played all the way through to getting one of the endings (which I won't spoil). I found that the music served to keep the mood of the game very light, which worked well. I do wish that more of it looked more unique to the topic and less RPG-Maker-ish, which is what you used to make it but I really had to suspend disbelief in parts because it was getting surreal. The corporate graveyard, though? So good. That hit me.
Just very witty and smart for a game. It didn't quite feel as hopeless and liminal as I thought it might be from the description (I thought it'd be more "Waiting for Godot") but I definitely enjoyed myself.
I really enjoyed what you presented here and that you used the current jam to take the time to update certain elements of the game. Something I didn't mention in my comment on the game page is that I agree with that one other commenter - the items you present and what they do really work well for the setting and the mechanics. The puzzle aspect is also smart. You lay things out in a very deliberately thought out fashion and the game benefits from it. One thought that really struck me is how capitalism really does keep your world very small, just as the character in the game is heavily restricted by in distance by their bank account. Good stuff!
I took a look at your document and I think it covers some really good basics concerning activism. This is something easily given to a friend or parent that has questions and mixes what is roundly recognizable as activism with things that only those within those spheres may be aware of. Then again, a person only given mainstream views of activism may see something often but not know what its called or what the function is. You made something helpful.
I do think this fits the theme. To be anti-capitalist and to take part in a game like this IS a form of activism and speaking out. It fits under the "Art" portion you spoke about, which has been around for centuries and can happen in small ways or large ones. And I believe that's important to note, or add to the contextualizing of this jam. What we are doing is activism in the form of zines, games, and art. And it is viable and relevant.
And I agree with that one person in the comments on the page - this could definitely make a good coloring book project to give out at rallies (cause coloring isn't just for kids! lol).
People - if you have time this is really worth a read. Well-reasoned and while you may not agree with everything it is impossible not to see where Ranarh is coming from. i guarantee that you will agree with some of her points, whether you agree with the solutions wholeheartedly or not at all. Well-made!