Thank you! I'm glad you liked it! C:
Hooray! Someone likes my cheesy joke! X3
Hello! Just wanted to add: I'm also the host of the jam. And just because I'm hosting this thing doesn't mean you need to like my game. Give it one star! Critique it! GO NUTS!
. . . Alright, I'm joking. X) Slightly. But you get my point.
Thank you for playing. Have a good one!
Hi Ash! Nice to meet you! C: Board games are a great full-time jam to have. ;)
I hope you have time to participate too! :D I've been blown away by the community response to this so far; it's been my pleasure to run this game jam. Also, it's a sign we DEFINITELY need to do another one in a few months. >:3
All the best with your game, if you do have time to make one for the jam. Have a good one!
I figured it might be a nice idea if we all had a place to introduce ourselves! I'll go first.
I'm Naomi Norbez, an enby trans dude. I make mostly Twines, but I've also dabbled in Construct 2 and RPG Maker. The topics in my games include abusive relationships, romantic confusion, self-love, loneliness, and storytelling. I like exploring real-world topics so that the player can explore more about themselves.
In my free time, I enjoy writing and drawing--I have a few YA novels in the works. My favorite food is tacos.
What about you? C:
Thanks for playing! C: Don't be sorry for the wall of text--I super appreciate your detailed comments, and am really happy to see people responding to my feedback questions. Thank you so much! :D
Thank you for playing and sharing your thoughts! C:
I do plan to make a sequel/prequel with some backstory. Your comment about the importance of backstory to character attachment has really made me think.
Thank you again!
I finished the game a few minutes before midnight, but uploading the trailer took a bit, so I missed the deadline. :( Is there any possible way I can still be included in the contest, or is it too late?
Thanks for playing! :) I'm glad you liked it.
That follow-up does sound quite dramatic! We'll see where the next game eventually goes. . .
"I'd like to think that SAL will grow to like Ash even more as time passes." I hope so. :)
I would like to make "more of this" in the future. ;) If I may ask, what do you mean by extending the game with a longer/more compelling story?
Thank you for playing and for your responses! If you don't mind elaborating, I'm a bit curious on some of the things you said: for #6, what do you think Ash wants in a relationship? And for #7, why do you think Ash will drift away from SAL?
I'll be checking out your game in the jam asap. :) Thanks for the feedback! If you see other routes later, please let me know what you think of them.
(Woo! Steven Universe is great.)
The default window size the downloadable version of the game opened in is really small (640 by 400) and it's very hard to see anything. So I played it online instead, which was much better, though I realized later I could enlarge the window by dragging its sides (which some game windows don't let you do).
(The online link for the game it not correct, btw; the period at the end leads to a 404 page.)
The music can get really repetitive really fast. I wish there was a mute button in-game. Especially because I was "Waiting for a connection" for a REALLY long time. I ended up opening the browser version and the web version and just waiting for one to load faster than the other.
After ~25 minutes, neither loaded. I don't really know why, but this game will not connect. I won't rate it out of fairness. I know there's a game here from the screenshots, and I'm interested in playing it.
That comic it's based on is pretty funny-paranoid. And the alt-text reminds me of a story in Blue Like Jazz, where an astronaut orbited space forever. Let's see your interpretation! :)
I didn't get why it's called 1291. Then I googled "1291" and realized that the xkcd comic this is based on is #1291. Odd title, doesn't really fit, but alright.
It's basically a dream come true for the person in the comic: we get to shoot the moon at last. C:< But the moon is fighting back with meteors, and we die in one hit. We must kill the moon before it kills us. . .
I'm really not a fan of the fact that we can't fully move around the screen in this game. I guess it makes sense, but I still feel restricted by W and S. Also the shooting in this game feels very slow and, with that slowness, tedious.
The worst thing about this game is that it basically amounts to holding down the J key and not moving AT ALL while the moon shoots projectiles in vain, because the center meteor will always hit your bullets. It makes the game quite boring and amounts to no strategy at all. And when the moon is destroyed, there's no "you did it!" or anything, you just stand there.
Overall, this was a rather bland shooter. I'd love to see a full version of this, because it's a fun concept for a game. But I didn't really enjoy that I played here. From what you've said on your blog, an expanded version does seem to be in development, so I'll look forward to it whenever it comes out.
P.S. I doubt Randall will have an issue with you using graphics from xkcd, since all the xkcd strips are creative commons. ;)
DISCLAIMER: This review is NOT after playing the game because I'm writing this at 2:35 AM and don't want to wake friend up to play this. This is after reading the game and pondering its design, outcomes, etc. for an extended period of time. So it's VERY possible I'll miss some things in this comment. With that said, here we go.
This is an interesting one. The only board game in this game jam, I believe, and it tries to "gameify" the xkcd comic it's based on. Unfortunately, it falls flat in quite a few ways.
If you do use alcohol in this game, it WILL get crazy. The fact that non-alcoholic drinks can be used NEEDS to be in the PDF. Also, a player can easily exploit the game by drinking slowly from a very large cup and moving a lot of spaces--unless you actually have to roll the dice, THEN drink and move, which the game never says but can be obtusely assumed by the presence of the paper dice (did you make the paper dice too, btw? Or is it a free source image or something?). This would make the game go by quite fast. This is changed in the revised version to having the players move 1 space and then drink--this would make the game crawl by. Also, it's never said how big your cup should be, or when the dice are even used--especially in the revised version, where players always move 1 space (which REALLY removes any strategic opportunities and competition in the game). Furthermore, in the revised version and the original, the first player is always the one who drinks.
From here, I will be breaking down every space/rule and discussing how it needs to be explained/expanded after the game jam. Buckle your seatbelt. :)
--"4. Stop all players and get some drinks" What does this mean? Does every player take a drink? Or do they literally get drinks from their kitchen or something, and save them for later in the game?
--"6.1 minute break,go outside and take some air" If this is a game about drinking, this probably should be a recurring space, not a rule, but that's just my opinion here.
--Space 2 (Junk food space): This is really confusing. Is their literal junk food involved? Or is this just junk food in the game? Why would junk food make someone pass out? Especially if the players use a junk food that doesn't have a strong smell, like chips.
--Space 3: Balance Test: How long does the line have to be? Also shouldn't it be if they step off of the line they "lose", not if they collapse (I doubt players are super drunk by Space 3, unless their beer cups are enormous). Also, what do the players lose--that isn't explained!
--Space 4: BarMatrix: "BarMatrix" is pretty funny. X) But now players also need food coloring/colored cups for the game as well? And why would the player even choose to go back one space if that sets them behind everyone else, AND they have to do the line test again? Likely every player will choose to move forward one space, which has no disadvantages.
--Space 5: Burping Contest: I like this idea a lot, but players with soda have a clear advantage. Also, every player is incentivised to vote lower scores for everyone else, and higher scores for themselves. How is a tie broken?
--Space 6: Staring Contest: I also like this idea. But what do the players lose? And if they're all staring at the wall, who judges the contest?
--Space 7: Dance: So is one player dancing to music, or all three? Since each player moves once space at a time, that's 15 minutes of music dancing in a row because all 3 players will land on that space after one another. What do they gain/lose in-game for dancing? Out of game they might pee their pants, but what about in the game?
--Space 8: Don't Blink: Little nitpick, there's no blinking involved at all on this space, since the player's eyes are closed. And what do they gain/lose for successfully drinking their glass with their eye shut?
I'm not sure if the arrow at the bottom is telling me to move to the next column or the space it's pointing too; I'll assume it's telling me to move to the next space, and read this page in a "U" shape.
--Space 9: Dark Souls: . . . Seriously? Now the players need to own Dark Souls, too? No, just no. This has no business being here. I know it's basically for fun, but please. NO.
--Space 10: Try Your Luck: So now players need to play a whole card game before they can progress in your game? And since every player will land here one after the other, that's THREE whole card games in a row! At least it adds some challenge, since the winner moves one space, but it's still too much to ask of the players that they do a whole other game before continuing your game.
--Space 11-12: Another junk food space and burping space. I already stated my problems with them.
--Space 13: Cutscene. So the players just read the paper previous to this page? Why? What does this do for the game?
This seems like an interesting game. But it's vaguely explained, is riddled with typos (@Etra_Games said this is to fit with the drunk theme, but I don't know if I see it that way), and is CRAZY imbalanced. Not only is there barely any in-game strategy, but it requires so many different supplies for the player to have in order to play it, and requires them to take too much time away from the game itself with its various challenges.
There is real potential here, but it is not realized yet. Perhaps after the jam it can be refined.
At first I was worried this was going to be some fidget spinner-based game, but after reading the comic this is based on, I don't believe it's going in that direction.
Won't rate this out of fairness, please let me know how to open this--I really want to play it.
Hey, another game based on the Machine Gun Jetpack "what if?" article! Let's see your take on it.
For the record, I'm playing version 0.3. From the comments, this game has evolved quite a bit. Had to extract the RAR file (I use Free RAR Extract Frog for that btw; it's a handy program and I recommend if for all your RAR extraction needs. ;] ).
I had some good fun with this. It strays a bit far from the original "what if?" article (a machine gun would definitely not be able to move a car--and you would run out of bullets), but it's still a joy to play. It's really fun to mess with the physics.
I do have a few complaints. First, why aren't the controls in the game? If a player gets some good traction, and then accidentally presses R, they're done without knowing it. Second, while you say there's a set distance the player should aim for, it's never made clear where that goal is. Would love to see a "level select" mode and an "endless" mode after the jam (this game would be awesome with online leaderboards and the ability to record your "rides" in-game, but those are pretty big things to implement). Third, why is just the spacebar the shoot button? Why not have it so the player can use any key on their keyboard (with the exception of Escape and the other keys on the very top row, of course.) to shoot?
If you rapidly press spacebar so the car begins to lift off the ground but doesn't turn over yet, it's basically game over. From there it's a balancing act of trying to move the car forward without tipping it completely. The best way to "beat" this game is the most boring way to play: press the spacebar every few seconds to slowly move the car forward. And even then it gets difficult because every shot tips the car upward more and more and moves you less and less--I don't understand why it happens, but it's so frustrating because I want to actually beat the game (go the distance the title screen is telling me about), but the game itself is fiercely resisting that!
The other best way to play is just hold down the spacebar and watch the car go--I got 104 meters this way and then crashed. But it's just holding down the spacebar, which is, again, kind of boring.
I played this game a good while before I came back to this page and read about the torque controls. These are interesting to experiment with, but (1) really need to be told to the player in the game and (2) eventually also devolve into crafting a set, boring strategy to move forward, and (3) have the same problem as the regular shooting mechanic, turning into a balancing act after a while.
I had some fun with Machine Gun Powered Vehicle, but not as much as I could've, which is a shame. The main problem is that your game contains 2 conflicting ideas at its core: (1) the player should try to make it to the end of the stage without dying, with encourages players to establish a set strategy and not experiment too much, and (2) the player should feel free to experiment with the physics and just have fun with it, which encourages players not to make it to the end of the stage. I'm sure making these core ideas clash wasn't intentional, which is why I'm pointing it out to you. Choose one or the other.
Another game based on "Devotion to Duty"! Let's see your take on it. :)
This was alright. I like the strategic take overall, but it is quite roughly done.
Agree with @Xavier Ekkel--checkpoints at the start of each area would REALLY help. Luckily the game's quite short if you know what you're doing, but unexpected deaths still happen even if you know the whole game.
You fall quite slow in this game compared to the walking speed, which could lead to a death for the player who gets the timing off solely because they didn't know they would fall so slowly.
The humor in this game did not do it for me at all--I hated it. So many "lol cliche" and "lol convenient plot thing" jokes that just made it the game seem shoddy. The only joke that worked for me was "Best be extra dramatically careful."--the others were just cringe-worthy and came off as lazy excuses for cheap game quality, not funny.
That said, I do like the minimalist approach to this game. It's a simple level, but it's well structured--seriously, it's good stuff. Don't like the main character and the enemy art, but the rest is fine. Needs cool music.
Going down the shaft with the rope feels satisfying, but the character jerks fast when I go left or right. Also, it's never explained how I got the rope--is that also part of the character's "magic hacking ability"? Because that's . . . dumb.
Also, found a bug: even after I died, I could still press "E" to laser the enemy to death. And I didn't even touch this laser when I died for some reason:
The climatic battle is ok. I like how you introduce the enemies at the very beginning, and then bring them back at the very end. But the camera is so close in the final scene it's hard to see when the enemies are coming; I thought I had to run forward and take them out, but I would run into them and die! So I eventually learned I had to just stand there and let them run toward me, which is kinda boring. Also, why did you give the enemies guns if they're not going to use them at all?
Overall, I like the game's structure and ideas, there are things that need work. Good job on this.
The comic this is based on is a weird one. Let's see your spin on it. :)
"Anything else you want players to know before they play?
I hope to do just that! :D
This was . . . ok. It takes a completely different spin on the comic it's based on, making about trying to make coffee for guests in sort of a puzzle-platformer. Not about "fake adulting" as much anymore, but ok.
It's a confusing game at first, and a weird mix of platformer and clicking mechanics--I'm not a fan of the controls, because you have to use the arrow keys/WASD to move and the left click to interact with objects (I use a laptop, so it's more clunky do both at once). I would have liked an action key to interact instead, but eh.
I don't like how you put the mouse trap right next to the starting area--most players are probably going to activate it without even realizing why, which ruins any puzzle element of it. I had to replay the game to see that the mouse will eat the dropped coffee grounds if you don't activate the trap. That puzzle could've been set up so much better--maybe the player passes by a mouse hole at the starting area, drops the grounds and the mouse comes out, and then the player has to search the kitchen cabinets for a mouse trap?
The jump is also confusing--at first I thought it was just bad and short, but then I realized I had to mash the up arrow/W key to jump repeatedly, rocketing upward, which the game doesn't tell me I can even do. Even worse, the game led me to believe I had to stack all those tables in the corner to use my tiny single jump to get to the 2nd level above, which was not at all what I needed to do. Why are those tables even there?
Also, small nitpick with the vacuum: I dropped the vacuum on the coffee grounds, and nothing happened. Had to run with it for it to suck up the grounds. Which is fine, but I don't really get why dropping on it did nothing? Ah well.
So yeah, this was alright. Not really something I would play again, but it was a ok experience. I did like the music, btw. And this ending screen is pretty cute:
The "what if?" this is based on is pretty terrifying. O_o Let's see how you gameify it. (Also, putting the link to the "what if" article on the game page or something would be helpful.)
I think this is the 1st game I've played in this jam that was made in the Unreal Engine, so that's pretty neat. :)
So . . . this is ok. It's a playable version of the "what if?" article that shows how "Yeah . . . NO," the idea of generating power with typing is. Not that too it. The game clearly demonstrates how little power would be generated, and I like how you show stats at the end (my score was -11).
But the "How to Play" actually presents an interesting scenario, with people typing on social media and powering things with that--it's a different take than the "what if?" article and the playable game itself, the idea that with every "normal" social media activity, we could store up power for . . . something. Was a bit disappointed the game didn't do anything with what the "How to Play" screen said.
Also, it would have been nice if we saw that the millijoules actually meant--I'm no scientist or electrician, so I have no idea how much "0.78 millijoules" is. Maybe if there was a bar on the bottom of the screen with milestones ("heated a drop of water by a 1% of a degree!"), or some kind of real-world interpretation of what the millijoules add up to, emphasizing the futility of the player's actions.
Overall, a decent game. Nice work.
The comic seems like an . . . unusual choice, at least to me. I'm curious how you'll make that into a game--let's check it out! :)
(after playing the game)
Oh. So that's how you make a "game" based on this comic.
Honestly, when I read "filler mechanics" on the title card, I thought this would be a game that explored tedious mechanics in various ways, so in that sense this was a real letdown. But I do have to acknowledge that the game does interpret the original comic quite well, and I do like the little details; the hover text in this game is very "xkcd". My main complaints would be that the "filler mechanics" title was completely half-chopped off when I played it--I play on Windows, btw--, the music gets annoying quite fast, and that this really shouldn't be called "Filler Mechanics" at all, imho, since it's really not about mechanics. Maybe "Filler Game"?
Good work on this.
(Also I think the 3rd reference might be this comic? But I'm not sure.)
It's quite easy to see why this game doesn't have many ratings: it can't really be played. Any attempt to open anything in both .zip files (after extracting the contents, of course) gave me this popup message:
Still, I was determined to play your game and give you a fair assessment. So I downloaded Monogame, opened the file from there, and tried to somehow play it (thought there might be a "test play" button in the program). Didn't work.
BUT while I did that, I dug around the Tumbleweed folder a bit, and found the Tumbleweed application. For future players of this game, it's located here (I opened this on Windows): [folder where you downloaded the game]TumbleWeed\TumbleWeed\TumbleWeed\obj\x86\Debug .
But the application wouldn't open. It would act like it was loading, but nothing would come up.
Hmm. . .
I tried moving it outside the Debug folder into other folders--no luck. Tried moving it into the XKCD Tumbleweed Game folder, putting it in various places there--nothing.
I've tried to open this game for ~30 minutes. Here is where I give up,
I won't rate it out of fairness, of course. Please do better next time at exporting your game. It looks like a cool interpretation of the original comic. But that unfortunately doesn't mean much when it can't be played.