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Damon L. Wakes

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A member registered Jul 24, 2017 · View creator page →

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I get the distinct impression that I should have tried this one more than ten minutes before voting for the jam was due to end. I did run into a problem where (at least) one of the choices was stuck off the bottom of the screen, but I see you're aware of that issue. In general, a fun game nicely presented: I'll be sure to check back once my seed's had a chance to grow.

Yeah. I was (un)pleasantly surprised by the outcome when I offered a forest some gum.

This is very well written. It feels a little directionless at first, but I don't think that's necessarily a flaw. I'm not sure how well it fits the theme, though.

I'm not absolutely certain I reached a proper ending - just "Thanks for sharing" as the final bit of dialogue, with no response from any key press - but this was a quick, fun experience. I sort of feel as though it could have got to the statues thing a little sooner, but at the same time I wonder if that slow start is part of the charm. The slightly leisurely opening seems justifiable given how punchy the game as a whole is.

Same.

I was quite impressed by the loop back to the mystery after picking "Opt out." Often that sort of detour feels forced, as if the author simply refuses to offer an option that will end the story prematurely (so shoehorns in some excuse for why it doesn't), but this gives a really good reason for the character to stick around.

It would have been good to see a few more options early on - even just things like that choice to say "Frowning MORE than usual?" that don't influence the plot - in order to be able to explore the character a little more. Also, I feel as though the introductory text could be polished a little further. There are a couple of lines - "The difference between my hometown and the big city was wildly different" stands out as one example - that just don't work, and the opening as a whole is very much "telling" rather than "showing." It picks up once we're actually following Amberjay in real time, though.

You've got an interesting setting here, but the early choices did little to draw me in. With no idea who my character is to begin with (and so no idea whether they should be going through a pharmacy staff entrance or not) I might as well just flip a coin. Similarly, you get asked "Are you Steve?" with no way of knowing whether or not your character IS called Steve, so if I pick that option I've got no idea if I'm giving an honest answer or pretending to be someone else. A bit more of an introduction would go a long way towards giving those early choices a bit of weight.

Also, your narration flips between present and past tense, occasionally on the same screen. It makes it a little difficult to read. I love the background images, though, and having the briefcase be clickable at any time after you get it - those are both neat details.

I really like this one. It's well written and well constructed: I really do feel as though picking up on the A.I. personalities a little better would have let me avoid ejecting any modules. Also the presentation is great!

One minor complaint I have is that my first instinct was not to tell Trent about the emergency, but the game wouldn't progress without talking to him and his dialogue when you go into the room is something along the lines of "This better be important." Having been railroaded into pestering him to that extent already, it seemed preferable to reveal the problem than to claim that I'd just bothered him for no good reason. This ultimately didn't appear to have any meaningful impact on the ending, but having had "Don't tell the guy" explicitly suggested as an option during the dialogue with the mainframe, I would have appreciated the ability to simply avoid his room altogether.

Overall though, this is right up there as one of my favourite games from this jam. I'll definitely be keeping it installed to have another go later.

Working fine for me too. Thanks for making it available!

I think this is my favourite of the jam games so far! The story is gripping, the little emojis by significant choices make it easy to determine their effects at a glance, and the soundtrack adds an extra layer of polish. I'm pretty amazed you managed to put this together in such a short space of time!

It's a really small point, but I love that having decided to watch Better Call Saul right at the beginning despite not really being into it, I later got the option of helping out because it's preferable to sitting at home trying to get into Ozark yet again.

The ending I got definitely wasn't ideal - I might come back and try for another later on.

One thing I think would make for a small but significant improvement to this would be the option not to answer the call at the very beginning. You don't need an entire storyline there - just a basic "You reject the call and sit around all day doing nothing" would suffice - but since it literally asks "Will you pick up?" it feels a little restrictive to have only one option available.

This is a great effort for a first game! I sort of feel as though a lot of the options - especially the early ones - essentially boil down to a choice between two different ways of saying/doing the same thing, but given that you're playing a specific character with (presumably) a particular way of saying/doing things, that seems reasonable enough.

Really sweet story. I would have liked a few more choices - even inconsequential ones, just to have a little more connection with "my" character - but this is well written, the setting is interesting, and it's a nice approach to the jam theme.

Ahhh! The tab thing would help a lot. I really think it would be worth noting down the controls in the game description: I appreciate you don't want to give anything away about the story, but I don't know how many people will work out how to play just by trial and error.

I'll definitely look into that feature of Godot. So far I've only just started working my way through an FPS tutorial (since that's the main thing I can't make using other tools I'm more familiar with). Something like this could actually be a good middle ground: same as you, I'm much more familiar with web and mobile stuff.

I like this. It's an interesting take on the theme, in that I think a lot of people took "in case of trouble" to mean "in case of emergency," where this seems to deal with something a lot less urgent.

By the way, I spotted "~rest2" pop up at one point right after I made a choice. I can't scroll back far enough to see exactly what series of options I clicked to get to there, but I did copy the line when I saw it:

Even with the birdsong, that might be a good idea. The box will still be there tomorrow.~rest2

I played on Linux and ran into some difficulties:

  • After being allowed to look around the room freely (Nice work there, by the way!) , my mouse cursor never reappeared so I couldn't click the next option to continue the game.
  • The "look around the room" segment ended on its own. The narration suggests this was because I was looking at something that said "in case of trouble," but those words weren't visible on screen at the time.

I also had some more general problems:

  • It's far from obvious that you need to press the space bar to progress through the text. I'd highly recommend mentioning this on the game page because it's likely that people will try clicking, see nothing is happening, and assume the game is unresponsive.
  • The beige link text is really hard to read against the backdrop of the (mostly beige) room. You could definitely do with larger text, ideally in some kind of text box: white on a solid black background or black on a solid white background.
  • It wasn't clear (at least in the portion I managed to play) whether the text in the top left of the screen was my character thinking or another character talking to me or a mix of both.

This is nicely atmospheric, though. I think you've got some interesting ideas here, and it's great to see that something like this can be made with Godot - I'm just starting to look into the engine myself.

Did you do the Rocky-style spitting marksmanship montage? That can help a lot.

Thanks for playing! Writing this was a bit of a challenge as I'm not used to text games that leave previous choices on screen. I ended up trying to make sure everything would make sense as a story if someone scrolled right back up and read through start to finish, which may have made it more movie-like.

Glad you liked it! I did try to keep the bad endings entertaining, partly because the game occasionally funnels you towards them.

I like to think of that as the best possible ending: the Earth saved by shared enjoyment of a fine burrito.

Ha ha! You got me. Very nice take on the theme.

This really reminds me of Seedship, in a good way. It's got that same balance between holding out for better conditions and avoiding letting opportunities pass you by.

Being picky, I feel as though the range of places to land the pod is a little too generous - I've only encountered one that actually killed off my character - and often doesn't seem to change enough during a single playthrough. I'm not sure if you sometimes get a few chances to accept a planet/ship/station or if I just happened to run into several very similar ones in a row, but either way a little more variety would have been nice (though I can see why it may not have been practical to add extra content within the time limit).

Overall, though, a very nice entry. I love the presentation - especially the big red button. It's a great match for the theme.

I want to +1 this, but can't click the little arrow because it's swaying around too much. Please accept this comment in lieu of an upwards arrow click.

Ah, in that case I'm afraid I'm not sure what's going wrong for you. I actually never got it working in WINE myself - the menu worked fine, but once I got into the actual exhibition nothing but the UI was visible on screen - but maybe you'll have better luck.

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Do you have those fonts actually installed on your computer (ie. could you use them in documents and such)? I don't think the application is looking for them in any of its own folders, I think it expects them to be installed and available to any software that might be able to use them.

EDIT: According to bloomingbridges having the fonts installed makes no difference. Still, I hope you get it working in the end.

For me it was .wine/drive_c/windows/Fonts, but that was for WINE on Linux: it's a little like having a fake Windows machine running inside your actual computer. I assume on a Mac the equivalent would be actually installing the necessary fonts on your machine. I'm not absolutely certain having never used OS X day-to-day, just hoping I can point you towards some kind of solution.

I had the same problem in Linux under WINE. I fixed it by putting Ariel and Times New Roman TTF fonts into the appropriate folder. Any chance you can install those fonts on your machine?

(I'm not with A MAZE, by the way - just replying in case the same trick gets things working for you.)

The browser is Firefox, the device is a desktop I built from parts so I can't exactly offer a model number (but desktop rather than mobile, anyway - I hope that helps).

The step back a level definitely makes sense for the game - I mostly mentioned it just because I'd also run into the problem that necessitated switching in and out of fullscreen. I might actually come back and try for a highscore, or on a higher difficulty!

Great work It's neat to see such a focus on a real city - it adds a little bit of extra interest without getting in the way of what's really quite a pleasant strategy game (on Normal, at least - I never had more than one or two buildings short on water so I'm curious to see how much the challenge ramps up on higher difficulties).

I'd also be interested to see a sort button for the various storerooms. I would have liked to keep the gift/donation cards separate to the plans and materials, for example.

Ha! I hadn't intended that when I recorded the barks, but now that you've put the idea in my head I won't be able to stop hearing them that way.

Glad you liked it! There are quite a lot of other options along the way - you can easily run through a second time without repeating any encounters besides the very beginning and very end, and seeing every possible ending will likely demand a certain level of familiarity with them (and a little bit of luck).

Thanks! In hindsight I think trying to spawn individual zombies may have been a bad idea. Having a bunch of them trying to find their way across the map is pretty resource-intensive, whereas I could probably have got away with spawning a single "horde" object and then replacing that with a bunch of zombies only when it got sufficiently close. I couldn't guarantee a quick player wouldn't just scoot away from those, but it would mean far fewer enemies plotting a route through the entire maze of buildings.

I've been using the version downloaded from the GDevelop website and I'm really happy with it. I just started tinkering with the physics system and my games feel more lively than ever! Do you happen to know if installing through the Itch desktop app would offer any advantages in terms of keeping it up to date, or would it be better to install new versions myself to avoid compatibility problems with older projects?

I think this is my favourite GMTK Jam game so far! It's neat just to play around, but the story really takes it to another level.

My one tiny bit of criticism would be that I feel as though the soundtrack is a little too intense for this gun's everyday grind. I feel as though it would be funnier if you just had elevator music going on in the background.

I got stuck butt-first inside a shot-out bookcase at one point and was really impressed that after a lot of blammo, it actually proved possible to shunt myself out of there.

This was a "Well, I've really worked myself into a corner" situation rather than an "I am literally attached to another object" situation, but still I think you've done a great job with the magic-anti-gravity-recoil all round.

I was hoping that enough zombies would swarm in from other spawn points that sitting on just one wouldn't offer that much of an advantage. In practice, it seems they aren't good enough at finding their way to the player from across the map. I'd like to encourage the player to stay away from the walls in general, though, so possibly backing into one should scatter bullets more randomly. Currently the character only shoots within 90 degrees either side of where you're aiming while in contact with a wall, which in hindsight still averages out as a useful cone of fire given that the zombies take a while to close in.

Thanks for taking the time to try that out, by the way! I think I got into the habit of sticking mostly in the central area while testing this (since I wanted to confirm the helicopter was flying in as expected) which doesn't appear to be representative of how people are actually playing it.

Yeah, that was quite an inspiration!

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This is good fun! I kept trying until I got the job: the biggest challenge was not blurting out "Drugs!" or "War crimes" which I feel makes this a fairly accurate simulation.

EDIT: Also, just spotted this, which is somehow far more anxiety-inducing than the actual interview simulator. Yikes!


I know the feeling! 48 hours is a really tight time limit.

I actually might! This was a pretty quick effort even for a jam game. It would be good to get together a slightly more polished version with a few more features.