Ok I played the game, pretty nice and simple with nice animations on the main character, maybe sort of matches the theme, and very short, but yeah nah it was good. When getting caught by a scanner, instead of having the player close and reopen, if you're in unity you can do SceneManager.LoadScene(SceneManager.activeScene), maybe that syntax isn't perfect but something like that, to just reload the scene currently in so the player doesn't have to close and reopen. Note that you need to put "using UnityEngine.SceneManager" at the top as well.
Jude Campbell
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The idea is cool but I do wonder if a calligraphy mechanic is the right fit for a game like this. Just going through the levels without thinking it would probably be faster and more efficient every time. Which isn't a huge knock like I still used it one of the last levels just to engage with the game fully. but it definitely slowed me down.
Calligraphy as a mechanic would probably work better if there was one big level, so that it's easier to get lost and there's more need to consult a map. This would require changing the game a lot but it's something to think about.
Still I enjoyed this game. It's definitely unique.
Very cool visuals and clearly a lot of effort put into it. The idea is definitely solid but I would've taken the platforming in a different direction. Right now it feels like the main challenge is awkwardly manoeuvring so that you don't overshoot a jump, or like strategizing where to start a boost to make a jump. This is definitely a skill you can get better at so some might find it a lot of fun, but to me it just felt a little bit awkward. I feel like the appeal of bunny hopping in CS or something is that you feel speedy, but this made me feel cautious.
Now that I'm thinking about it, I don't know exactly how to design for this difference, but I'd be lying if I said it wasn't on my mind while I was playing.
Still, the art is great and so is the music and the general presentation.
Your concept is cool but it's a shame the current version doesn't really show that at all. It's basically just pressing random buttons to free the cat. But could be cool if you implement story details and make each screen more like a puzzle and less like you're clicking random stuff to free the cat.
The american gothic nod was fine, but I don't really like the fact that the portraits are of the chad thing and hatsune miku or some anime girl. Like, the tone is obviously supposed to be serious, having it juxtaposed with these internet references is very immature.
Ok, but the game isn't that bad though. It's an interesting form of interactive storytelling, having the player pick one of four cards. Definitely gets points for innovation, but it's not perfect. The biggest problem is that it never really seemed like the responses really matched the cards. You'd think that responding with "emotion" would have George saying things with big exclamation marks, getting things off his chest, but instead he's always level headed. "Rational" seemed more like a giving up option. I think in the ideal version of this game, the card you choose really matters and the player constantly wants to pick a certain card but can't.
That balancing act is quite broken right now because there's no way for stats to go down, only up. So when all your stats are at around 10, you basically can choose any card you want. I think an interesting idea would be for different stats to go up or down based on what's happening to the character. Say, his parents are demeaning him. It makes sense for that to decrease his willpower.
And the ending and writing in general definitely need work. It's a ten minute jam game, so I know that's harsh to say. I guess ideally you'd be able to flesh out just one part of his life, instead of having a bunch of different characters. Say every scene is just George and his parents with like a month passing in between scenes. Something like that.
All that said, not many jam games warrant a comment this big, so I can at least commend you were really trying to do something different. Also, the art work (other than portraits) was really good, very stylish and fitting.
Interesting. It's definitely one of the more unique games in the jam, even though it has nothing to do with the theme. I find that it's tough to get the balancing act right on these kinds of games. I don't know what's actually going on behind the scenes, and it's pretty cool that it works at all, but still it often doesn't understand what I'm saying, even if what I'm saying should satisfy the prompt and extra word. This is probably why most text-adventure games don't give you a limited amount of turns like this game, it would be too annoying. That said, I did enjoy my time here and the system where you have to have a set word is really cool. At it's best, the game made me think of how I could appropriately include the extra word with the prompt. In those moments the core concept really shone through. Overall, I'm glad I played this one, it's very unique and interesting.
Really tough. Every time I went out I ran out of fuel very quickly. In general it does seem like there's too much going on. The bit where you turn the three cranks is just busywork without any challenge. I think the game would be better stripped down, where the only real challenge is going out, getting scrap, and getting back before you run out of time. Or something like that, the point is that it shouldn't be as complicated and confusing as it is. That said, aesthetically this game was one of the better ones in the jam. Going outside for the first time was pretty beautiful and unexpected. Also, the full screen button doesn't work. I wouldn't point this out for most games, but this one seems very aesthetic and vibe driven. There's definitely a creepy vibe that reminds me of iron lung.
So yeah, a lot of potential, probably too complicated, but still a good experience overall.
This game was pretty decent. I'd like to give more feedback but I just couldn't get past the shark. He had so much health and I wouldn't even notice when I took damage, so I'd die out of nowhere without really knowing the hitboxes. I think the problem is that I only have a close range weapon and the shark constantly swings around and becomes its damage hitbox. That said, it wasn't all bad. I like the different abilities you can activate with space, and the grappling hook was at least a cool idea. I enjoyed my time with it but I'd appreciate it a lot more if the shark was easier, and maybe if the player had some time to recover after getting damaged.
I loved this game. The presentation is on point and I especially like the little voice each character has. It really does feel like their most vulnerable side coming out because of how frail the voice sounds.
The gameplay was really good, especially shiny and ori because those were hard enough to make full use of the special moves and all that. Where the gameplay really comes together is toward the very end, where lous reveals the meaning behind each demon. Up until then I was thinking okay this is pretty good but that really helped to tie gameplay and story together and was overall just a nice touch.
The ending is general was really good. I'm glad you didn't go for a more generic final boss type of scenario, instead it's something much more meaningful.
The idea that all these characters are out by themselves late at night pondering their issues, unknowingly standing beside people who are the exact same is really melancholic and beautiful. I think it could have been presented a bit better though. This might have been a time constraint, but when everyone is just standing like 10 metres away from each other it does subtract from that idea a bit. It's a lot to ask, but if every character walked on their own route around town which is programmed so that they never bump into eachother, that could've done that idea full justice. It would also mean that the player gets more freedom in which order to tackle the spirits, which could be cool, especially since you could tune each difficulty to what order they were found in rather than which character they are.
That's just my idea though, I understand if you prefer the simpler rendition we see in game. But yeah, this was a really cool game, cool ideas all throughout with great music and presentation, nice work.










