I'm trying to get through the 10 game queue so I can play and rate this. Maybe I'll spam refresh queue until you game shows up?
Grim Love Games SP
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跟大家報告一下情況。我最終退出了遊戲創作挑戰賽,因為我不想一邊學習新的引擎,一邊還要嘗試加入中國/台灣元素。我很期待了解更多文化,也計劃在新加坡生活,那裡很多人都說普通話,但我希望以更輕鬆的節奏學習引擎,這樣既不會影響我的工作,也不會給我帶來太大的壓力。
I'm native English speaker.
Just to update you. I ended up quitting the jam because I didn't want to learn a new engine while also trying to add chinese/taiwanese elements at the same time. I look forward to learning more about the cultures and plan to live in Singapore, where many people speak Mandarin, but I want to learn the engine at a more manageable pace that doesn't disrupt my work flow or put too much pressure on me right now.
I didn't realize what the goal was, maybe I just didn't pay attention enough to the dialogue. Having text that is differently colored and moves/animates could help bring attention to the important ideas. I love the elegance of this game and how much personal goby has. The transition to the end screen is nice too, although there seems to be an issue with sound artifacts and timing. This is much more of a cohesive experience than anything I've made recently and not a typical game. I think if you posted this somewhere you'd probably be able to get quite a few plays. Almost calls to mind the energy of Katamari Domacy for me.
Your art, *mwah* (chef's kiss) beautiful. I sketched a version of your heart health gauge into my notebook and the section seperaters on the actual page below the game.
What was your organization like? Did you guys have any issues getting organized and communicating?
It sounds like Thurapy was the creative director/lead on this. Is that accurate?
Really, I was quite surprised and played the game through to the end on my first try. It was very well paced, Just enough handholding and time at the start to get me...somewhat... ready for the last few areas.
The level design is very nice. I like the 3D environment and the presence of a docked ship. I felt disappointed that it seemed like most of the story happened in the opening text. I know it can be tough to get even the simplest of animations and cutscenes to work sometimes, but text should be interspersed within the gameplay, not the other way...That's just my design philosophy.
The story was interesting. If there was time to move around and do things in between each block of text, that would've enhanced the story. Great use of music, fog effect and putting it all together into a cohesive, believable environment.
The movement speed was a bit low. I'm not a fan of all the different keys I had to press to do what should've been the same things. I do really like the background music and the aesthetic of a red sky. I was curious about what would happen next, there was definitely some mysterious and intrigue, but the movement speed was constantly reducing my willingness to continue.
What even happens in the game? I'm curious.
I like the classic 8-bit RPG elements, and noticed that used the Pokémon damage received SFX and recreated the water gym from one of the game boy games. That was funny and interesting, but a bit immersion-breaking.
The kill animation was very cool and stylistic. I was frustrated with the opening text-based exposition. I think occasionally changing the on screen image(s), or adding some kind of movement or SFX could buy time until the player loses patience or loses concentration.
Once the game got going, I felt curiosity about what could be hidden in the area, I feel that the use of a flashlight helped with that sensation.
It was cool that you had stuff like a car, garden and guillotine, it really added to sense of place and variety. I, personally, would've like more interactive elements, to be able to affect things in some way, even if it was like gimmicky stuff like dropping the guillotine.
I like the screens that show the different parts of the game world. The music is nice too.
The fishing mechanic was cool, but I didn't know I could move for a while. Some on screen text telling me the controls when I needed to know would have been awesome (I wasn't able to include tutorial elements in my game). I felt a bit frustrated with the player's move speed in the water. The fact that you get an aimable harpoon gun is awesome and the addition of a flashlight immerses me even more and adds another layer to the game.
Well done, I enjoyed playing your game.
The use of the color red is very striking in this. I felt uncomfortable and intrigued by what I saw and could do. The artwork is very well done, beautiful and also visceral.
I wish there was more to the game like a larger overarching goal and maybe some more interactivity and control of other elements. The game would be fine without those things if you added to it. It would still be a very unique and memorable experience, niche, like Telltale games, but also very good.
WOW! That was very immersive and elegant game design. I was pulled in by the story, art and incredible use of sound. This makes me wish I had made my game a lot more like this. I also got genuinely scared haha.
Great work sticking to the theme and great work creating an excellent game so quickly.
I wanted to play again to see the other endings, but there wasn't a button to restart the game. I didn't realize my sanity was changing at one point because I was processing IRL, maybe shaking and adding an outline to the gauge to indicate when it's being affected, would help. Unless that was an intentional design choice to elicit panic, and neurotic checking of the sanity gauge.
Thank you I'm very happy you took the time to play and I love the feedback you provided.
It hurts me to know that my game elicited disappoint from you. I completely understand why it would though with the points you brought up. Basically, the presentation of these elements are like promises I made to you as the player, promises I did not uphold.
That's not a good design philosophy. 😔
I mismanaged my time and overscoped a bit. I'll add content to the game after the jam, polish it and improve upon the art and animations.
It was fun though right???
Have a good day.







