Hey, thanks for the feedback, I appreciate it!
I've not read any Julio Cortazar, but heard good things previously. I'll keep an eye to see if I can snag some of his work and give that story a read, thanks for the recommendation!
Joas B.
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Really great!
Loved the atmosphere, the visuals and the sounds. An almost industrial horror, with the harsh lighting, the fleshy subject matter, and that goddamn blaring noise of the alarm. I feel like it really hit the nail on the head of that oppressive pressure to do the work that results in the weird mix of stress and boredom. Just really hits the nail on the head with the vibe!
So good! Love a cool little exploration game with some cool, quirky dialogue and a cool aesthetic any day of the week. All of that stuff is obviously really fun already, I liked the humourous tone and kind of casual dialogue almost like someone texting or something. But I think the dichotemy between being presented with a world and being told you can theoretically go anywhere (which is true!) but then being inclined to follow all of the arrows anyways, and to consider where it leads you. To be led by the world and wonder and hope what the result is, rather than take the intiative within the world, only for the world to lead you somewhere that actually doesn't fit you. Anyways, I just read the rest of your game page, and maybe this is so not at all what you meant to say with this game, but oh well, I had a really cool time with it!
Also, I totally get the burnout thing, really struggling to be creative while trying to find work and stay afloat and mentally healthy and keep a sense of purpose for myself. So all I'll say to that is, hey, you're doing great, you managed to reach another weird little person (me) with your weird little art, and that's super awesome. Also, something my wife showed me the other day that's been floating in my mind since is how art and creativity has turned into this thing that you can be good at, or even worse, can be profitable at. But really it's just a human behaviour to be creative and do art, who gives a shit if it's "good", because it's art!
Sorry for the ramble lmao, I started typing my thoughts and then they just kind of kept going. Thanks!
This is a really cool idea! Using the conventional motivation of 'big number = good' in games to portray how much harm that thinking can, because while the text can make you feel bad, ultimately, clicking the button means number gets bigger.
That said, assuming this is your idea behind it, I think the structure of the text describing all the people living there fails a little bit. My immediate thought was to look into every building and see the description for it, only to realise that all the similar houses gave me the same text, breaking the facade that there's people with full lives and experiences living in every building. It instead just swaps to who inhabits all of the duplicate houses every time you kick out one of them. I think either making it so that there is a specific inhabitant for every building would help evoke this better? Alternatively, if the inhabitants that were in the buildings changed as you bought more, and who lived there reflected how gentrified the area is. Maybe comments on the rent, etc. Anyways, those are just my two cents. I enjoyed this game and it made me think, and that's awesome!
Thanks for the feedback! I think of your suggestions, my personal preference would be to add some more art, maybe one per page of the game, but the single piece took so much time and effort (and I left the jam to like the last three days before the deadline lmao) that I wouldn't have been able to add more.
And yeah, Louie Zong is so good! Very inspiring in simply how much creative output he does.
Wow, this is so cool! Love the way you used sewing to tell a story about sewing. I enjoyed the way I could get little extra details and then return to the main story, it kind of felt like being at a museum and reading some of the extra infomation. But the coolest moments for me were trying to open up and not being able to, and then finally doing it anyways in the end, even though it's scary. It was an interesting experience either way, but it hit me quite a bit harder than I expected, as I can see how I have my own fears and worries about things like this and how difficult it is to open up about it. Great work!
I am also guessing that your first language isn't English (going by the Spanish comments), as I noticed some grammar/spelling mistakes, but even then it was just a few, and the meaning was perfectly understandable. So well done on writing something in a different language!
Thanks for the incredibly detailed feedback! I really appreciate the time to write things down! For the narration, luckily I'm taking from an actual poem, and so there's recordings of people reading it online that are copyright free (check out LibreVox!) and so I simply edited this rather than trying to get my own recording. Though I think if I were to improve on the game, I'd want to record my own narration somehow.
As for the intro, I did actually think about this! Before the scene is shown, there's the title card, and then just the word "FLEE" on screen before the gameplay and main narration start. This was meant to be an indication of what to, with the implication that it could start right away. Obviously difficult to tell if this is something that is a recurring problem since there's not that many people playing and leaving feedback. But I agree that it's tricky to find a balance in keeping things abstract vs communicating what's happening to the player. I think the smallest change I could make that would maybe help is changing that text to "FLEE NOW" to indicate an urgency and the fact that they can actually move right away.
Anyways, I'm so glad you enjoyed it and that you found it thought provoking! It's always super satisfying to hear that my work has somehow affected someone, so I appreciate it.
To answer both questions:
Nope! There's nothing more to the game than just running. If it was a longer project, I might've included something, but I mostly just wanted to capture the feeling of fear and simply fleeing. That said, now that I'm thinking about it, I feel like with more time I might've added more features that ultimately would've diluted the experience? So maybe it's good I didn't have more time ahaha.
Anyways, I did both models myself! Really not modeling characters, rigging, and I think this was my first time doing "proper" 3D animations, so I'm glad you liked them! Personally wasn't super fond of the final model for Grendel, and was considering it as something to do over after the jam at some point if I wanted to polish things up.
Anyways, thanks for the feedback! Glad you liked it!







