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Nicolás Jaramillo Ortiz

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A member registered Oct 09, 2016 · View creator page →

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Thanks for playing! I'm really glad you liked it, especially regarding the endings - one of them is (evidently imo) my preferred one and I was worried I wouldn't be able to make the other one compelling enough, so I'm relieved that it doesn't feel so one sided. And yeah animalese type voices are great 8)

Also, thanks for the info on the scene loading bug! I had been tinkering with a lot of things from the first release until now and at the last moment I made a VERY silly misclick that ended up not including the store scene in the web version - it's fixed now!

I totally missed the level names the first time I played! Also very neat and clean - love the attention to detail in things like the font size being smaller / proportional to the cards the further away you get from them.

Great work! I really admire how much feeling you manage to convey in so few words.

Great game! The UI in general looks very nice, but I especially love the way the cards / floors stack up and give perspective to the climb. All the combined design decisions work together really well in showing the tower as this endless, timeless, unpredictable, perhaps even "living" place.

Great work! I love Maddie's inner monologue, she's a very fun read and it keeps the whole experience fresh until the end. When reading the rules of the jam I thought a lot about unselectable options, and they work really well here: the whole process of being in pain, coming to terms with that pain and starting to mend feels very well represented in the (non) choices that become available with each round, and the interactions that follow. I may or may not have teared up a bit at the end. Again: great work!

Thanks for playing, and for noticing the amount of detail! The vehicle / resource / weapon cards were a bit more generic because of time constraints, but I did try to make the character cards feel as authentic as possible - there's even one pair of cards that show the same situation from different angles! 8) I had a friend help me out with the cards (frames, borders, boxes and backgrounds) and she really did an amazing job. Sadly Post Malone was a bit out of my budget, but I did want to imply that the buyer in the game was also (seemingly) a pretty decent person. 

Also thanks for the tip on the restart button! It should be fixed now ;)

Thanks for playing, and for noticing the amount of detail! The vehicle / resource / weapon cards were a bit more generic because of time constraints, but I did try to make the character cards feel as authentic as possible - there's even one pair of cards that show the same situation from different angles! 8) I had a friend help me out with the cards (frames, borders, boxes and backgrounds) and she really did an amazing job. Sadly Post Malone was a bit out of my budget, but I did want to imply that the buyer in the game was also (seemingly) a pretty decent person.

Also thanks for the tip on the restart button! It should be fixed now ;)

Thanks for playing, really glad you liked it! I was hoping that the little background details (such as the hot dog guy) wouldn't go unnoticed :D

Thanks for playing, really glad you liked it! I was hoping that the little background details (such as the hot dog guy) wouldn't go unnoticed :D

Se ve genial! Estéticamente se siente muy bien logrado, sobre todo lo relacionado a las grabaciones, cassettes y VHS. Los efectos de sonido logran generar una sensación de inquietud constante, aunque hay algunos efectos que se sienten desproporcionados (ej: los pasos dentro de la cabaña). En cuanto a la historia, la introducción y la narrativa ambiental de los items que encuentras dentro de la casa ayudan un poco para caracterizar a los personajes pero aún así siento que queda un poco corto, sobre todo cuando la motivación para descubrir la verdad está ligada a los propios personajes y su relación.

De todas maneras imagino que hay varias de estas cosas que ya están trabajando (o tienen planeado hacerlo), asi que estaré atento al avance del proyecto. Buen trabajo, sigan así!

Muchas gracias por jugar, me alegra que les haya gustado! Que felicidad encontrar vecinos latinoamericanos haciendo gamedev. Más tarde le echaré un ojo a su juego :D

Also thanks for the feedback! Now I'm 100% certain that the main thing I need to focus on next is the combat system. Good point on information too, I wanted to include some kind of tutorial / explanations this time around  because the way the systems interact isn't made clear at all, but the systems are already there. 

I'll try to reproduce the black screen error, do you remember at what point it happened more or less?

Happy to help!

Happy to help!

Great work on the mood! The lighting and audio combine really well to make you feel unsettled. Finding what items are scannable was a bit hard to guess at times, and going around scanning everything kind of gets you out of the mood (though the text blurbs were interesting to read).

Oh, nevermind then! I'll have to check out what's wrong with my browser, but the important thing is that the game works :D

Thanks for playing, and for the feedback! 

The optional dialogues are meant to be a part of the resource management, with the incentive of finding out if there is a traitor in your group (and who it is), but I don't currently emphasize that enough in the game itself. The idea would be that you can also use your spare time for other things at checkpoints (like making items, does that sounds like a good idea?) and thus are forced to think about who you can afford to talk to, or how to talk to them: I plan to have more 'pointed' questions that consume more time but can potentially give you better clues as to if that person is a traitor or not. Maybe it would also be a good idea to have some 'free' interactions as well. I also plan to better integrate the story into the map gameplay, like making characters react to situations / places but keeping the longer interactions at the checkpoints as it is now.

The combat system is also definitely something that I plan to overhaul, as in building an actual system (for now it is indeed random). Did you notice how the alert system works? I think that also ends up being unclear and not really impacting the gameplay, so I'm thinking of removing it altogether.

I've 100% come to agree with you on the map part as well: at first I wanted to portray the city in a kind of 'grand' scale, but the only cheap enough solutions for me to implement on my own ended up being either very time consuming, or looking bland (AKA the current map). Lately I've been thinking about having a flat map, and showing a holographic 3D animation of the characters moving after selecting a node (like just running on a plane, similar to the fights). I would also like to show some specific nodes in more detail, like a POV from a security camera or something, so that I don't have to build the whole city in 3D and can just focus on specific places and camera angles. Does that sound better to you?

Again: thanks a lot for the feedback! I have been putting a lot of thought into it and polishing as much as I've been able to, so this helps me a lot to know which parts require more attention than others.

I think giving the option to skip it is a great idea! I do get the fun of filling the map in an aesthetically pleasing manner, but since you're only given set options to do so it ended up feeling (for me) more like a chore than expression, like being forced to put a mountain / forest / river *somewhere* instead of where I would have liked to put one in a more visual sense.

Maybe a nice middle ground would be to have the skip option and make it quickly autofill the map before ending the level, similar to how the humans build on their turn, so that all players can have the satisfaction of seeing the remaining spaces covered by nature?

The dialogue and characters are fun! On the UI side of things, Friederick's name doesn't fit the name box so the 'k' ends up on a lower line. Also, since the free version only playable in browser, it would nice to have an option to toggle fullscreen, because the itch.io profile / jam buttons end up partially covering the text.

Por último, es un agrado encontrarme con gente de habla hispana en jams :D

Great work! Looks great, sounds great, the dev comments are fun, and the limited actions in combination lend themselves to a lot of interesting puzzles.

As a sidenote, I first tried playing it in Firefox and the opening video didn't load so the game ended up stuck on a black screen (it worked fine in Edge). I'm not 100% certain that it's a problem with Firefox in general or just my browser in particular so I suggest you try it out for yourselves, but I've had this happen to me before and as far as I remember I fixed it by doing this: https://stackoverflow.com/questions/54856356/webgl-unity-build-wont-play-video . Hope it helps!

The 6DOF movement works great! I do feel like it's a bit disadvantageous for fights in "regular" spaces like rooms, because you end up in everyone's line of sight in cases where it would be more optimal to just play it like a cover shooter. I really liked using it in the exterior fights though, especially while changing from floors to walls and fighting vertically. Maybe it could be enabled only on certain fights / locations, so that you can more finely tune each encounter based on movement possibilities? idk. 

I also feel there's way too much info on screen without a clear hierarchy so it was tough for me to keep track of my ammo / health / etc, maybe changing position / size / color for the things the player needs to know at all times would help a bit.

As a non-gameplay sidenote, the cutscenes look great as well!

Thanks for playing! Both of those things are on the top of my list for future updates :D

The look and feel is great! The way humans expand, though logical and *very* thematically accurate, feels quite punishing when you don't get the right pieces to block their advances, especially when the forests get turned against you. Also there are cases where you can completely block the humans' advance and end up having to play by yourself and just fill the remaining spaces on the board with no pushback. I feel like there's a lot of room for growth (heh) in the puzzles, and the concept is great so I hope you keep working on it :D

Genuinely funny, well acted and the puzzle logic was fun without being obtuse. Great work!

Thanks for playing! Sorry about the dialogue system, I implemented the option view rather late and it ended up a lot buggier than I expected but I'll definitely be taking a look at it after the jam + expanding the options to make the social engineering aspect even more involved.

I really liked it! The visuals are great, the island feels lived in despite not (directly) interacting with any characters. I love the small touches like the knock effect and the skipping stones, and also appreciate the alternate objectives that are clearly signposted for replay value / other endings. The stealth section doesn't overstay its welcome, and there's even a 0451 safe for good measure! Also the way to reach the apartment and the context about the tenant's situation was a cool touch.

It's got a bit of everything which, for me at least, amounts to a lot. Great job!

Congrats on your first game jam! I checked out both the first build as well as the patched version, in order to see all the characters (I couldn't reach some of them in the first build). Both the visuals and the dialogue fit the cozy mood really well! 

This is a respectable first step in a journey of learning and improving, and I wish you the best with that! :D

Thanks for the help! I tried playing it twice and did the *exact* things you mention: the first time I played around with the diary until I understood how it worked, substituted the letters I needed and wrote them down on a notepad, and the second time I just typed the password in since I already knew it.

I'll play it again later to see the ending, third time's the charm! :D

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Great work! All the visuals look good, I really like the narrow view in the corridor. The puzzles are engaging and the solutions are clever, especially the password one. Sadly I couldn't finish it because I didn't have the pencil in the right place: since it came from Dr. Kaminsky's briefcase, it stayed in Scotty's inventory (it was not on the table as it says in the swimthrough), and I couldn't figure out how to give it to Marla. I tried using it directly on the coffee machine with Scotty but it didn't work either. I was able to pass the other items from Marla to Scotty though, so I probably missed a chance to do the pencil part correctly; I'll try again later. Still, I really liked everything up to that point!

Thanks for playing, really glad you enjoyed the storytelling! I didn't have enough time to properly test all dialogue options (or, more specifically, revisiting some of them) so this feedback really helps me get another bug that had went under my radar. And yes, The Destroyer was gonna get a lot less chill after that. I do plan to update the game in the (relatively) near future with the mentioned bugfixes + a bit more story content and a puzzle here and there, so stay tuned! :D

The art style is nice and the doppelganger mechanic has a lot of potential, maybe more dialogue options would have been good to try and "perform" each character better but it's understandable given the timeframe. Would love to see this idea expanded!

Very raw but also very powerful. I really liked how you used the visuals to support and complement the text (the endless stairs / halls, the split-second flashbacks to previous scenes of abuse, etc). The dialogue manages to convey a lot of information (character's backstories and mannerisms) with relatively little text, a sort of "economic" storytelling (word-count wise) that complemented with the visuals and audio really hits the spot for me.

If this is partly or fully autobiographical then I sincerely hope you're doing better now, but regardless, I feel like you've tackled the subject matter with a lot of nuance and respect. Great work!

Great work for such a small time frame (and cheekily self aware about it, too). The visual aesthetic is really well realized, every scene looks great. The writing feels a bit overlong to me, but that might just be personal taste. I hope you can continue the story sometime, it leaves a good first impression!

Cool concept! I really enjoyed the ARG aspects, though that's because I still have an active Facebook account; I might have enjoyed it less if I didn't. The phone UI is great (especially in the messaging app), and does a great work on explaining everyone's backstories. Sadly I didn't really understand how to use the result page and only got bad endings. I would love to see an update with the known issues fixed. Great work!

Thanks for playing, glad you liked it! I wanted to include more... tangible puzzles besides the main puzzle of figuring out the password by paying attention to the dialogue, but I'm glad that it still works by itself!

Thanks for playing, really glad you enjoyed it :D! I have now patched the mentioned bug, but thanks for playing the full game despite it. I'm also very satisfied that you liked how the characters' backstories and personality bleed into how they talk - I'm still getting the hang of writing dialogue and kind of feel like everyone sounds like me? So it's reassuring to see that my intention does come through in the text.

Also, the plans were definitely to have a more robust ending and not have it just fade to black but time caught up with me 😅 But I'm kinda commited to the whole saga thing now so I will be continuing development on The Week Before after the voting period is over; keep an eye out for that! And kind of related, the 'next part' already exists! It's called Extracción (you can play it here) and I worked on it for another jam that finished a bit before this one. It has different mechanics and some characters reappear,  but for the moment being it's only in spanish. However, I plan to continue working on Extracción too, including localization for both games.

Thanks for playing, really glad you enjoyed it! And thanks for the feedback on the scrolling too :D

Thanks for playing, I'm really glad you enjoyed it! and sorry about the bug :(

Muchas gracias por jugar, me alegro que te haya gustado! :D

Thanks for playing, glad you enjoyed the experience! I was definitely stretched a bit thin with time and didn't get to implement all the depth I would have liked for the character interactions, but I'm glad that the overall experience remains good despite that. In previous games I feel like I've gone too far in the wall-of-text direction with my dialogue so I tried to tone it down this time around but perhaps I went too far 😅 The feedback helps a lot, so thanks again!

Muchas gracias por jugar, y por el feedback! Hubo muchas cosas que se me quedaron en el tintero, así como otras que requieren un poco de rebalanceo y reimaginación (como bien mencionas, el combate no alcanzó a quedar todo lo intuitivo o interesante que hubiera querido), pero aún así me reconforta mucho saber que al menos deja una buena primera impresión en lo narrativo y estético. Planeo usar las ideas restantes y el feedback que me han dado para trabajar en una nueva versión del juego una vez terminada la jam, por lo que sería genial si puedes echarle un nuevo vistazo entonces :D