Hey thanks for playing and giving feedback. This was something i was struggling with and I tend to agree that it's too easy, too guided. I don't fully understand what you're suggesting and would love to know. My thoughts were to obfuscate using unclear words, perhaps missing or mismatched symptoms, confusing or unreliable entries in the tome, perhaps in different handwriting (a former owner of this hand me down book). I ran out of time to do much of that... Anyway would love to hear your thoughts.
Orangudan
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Fab game. Loved it. Lost a chunk of time to this. Was totally engaged with this mystery. Tiny bit frustrated with some clues not being connected that seemed should have been connected. Also, took me a while to figure that after a conversation stopped you could go back to that person for more on the same day. Anyway, great job!!
Thanks for the in-depth feedback - it really is appreciated and i'm taking it all onboard. Regarding point 1) There is an end, after patient 15 there is a decision point and a resolution, with different options available to you based on trust that you have built with the village through how many patients you successfully treated. However, you are right, it is clear through the feedback i'm getting that the majority of players are not seeing the feedback because it is shown too rapidly. Plus I think it would be useful to show some sort of progression, so that the players knows how many patients are left.
2) I was aware of the text mismatch and thought it might be a nice obfuscation to increase the challenge slightly. Balancing the difficulty of these types of word based comprehension puzzle games is a tricky task. On the other hand I am getting consistent feedback that this might just be interpreted as a mistake rather than intentional.
3) I hear you on the wall of text, colour highlights, player highlights, or underlining are reasonable options. I also intended to mitigate the wall of text with images of the treatments as well visual images of the symptoms. Someone else suggested a table of symptoms and treatments, which while it would organise the information, feels like it would make the puzzle part too easy. Definitely something to think about.
Thanks for the feedback. I think you might be referring to when you make a diagnosis and treatment the book disappears too quickly, if so its not a bug just a feature....Nah, actually its just poor UX and im resolved to implementing a 'click to continue' after making the treatment so that people can see the outcome and digest the outcome at their leisure. Thanks!
It might just be my bad eyesight!! But really it was in the 'New Orders', 'Order details' and 'Battle Reports' and 'Battle Report Details' sections, not sure what font they are there, but particularly with the colour red or purple. I've also tried it on a bigger screen with full screen mode and the font is more readable, though the coloured text remains problematic. So its the body text when its coloured red or purple in these 3 areas that I struggle with.
Thanks for taking the time to play and feedback. I was aware of the dialogue window closing too fast. I wanted to change it to a 'click to advance', so players could reread at their own pace, but I ran out of time. Some of the illnesses in the book are called something a bit different from the diagnosis. I thought it might be an extra layer of fun challenge, but it might just be annoying. Interesting that the eyes were difficult to reach, I wonder why...
OK nice thematic connection, important topic. However as a game it needs some work to be fun. It needs to be harder, perhaps, more of a neuronal map to cover, perhaps as time goes on, the neuronal connections die faster. Perhaps some die and can't be brought back at all. So some mechanics to show the degradations of the disease and its progression. I think a weaving of story into the memories being lost would have helped more as well. Perhaps that came later on. Anyway well done on the submission. Keep on Jamming!!
Oh so much promise with art and vibe and fits nicely into theme, but the crypto part sucked to be honest. Also, I could barely read what was on the computer monitor screen. much too small font size. Was keen to get into more of the gameplay, just couldn't get past the crypto bit -that part was not fun. The sticking plugs into brains - big fun! Good jamming!
I liked the concept, but the AI voiceover was off-putting and incongruent with the emotional stories and tone. Better off with just text and less of it perhaps. Good connection with the theme (see what I did there!). Perhaps a bit too simple and easy, needs some more challenging items perhaps. Otherwise good jamming!
Good work! I liked the premise, I liked it overall. Found it difficult at times to see the runes (possibly too much noise on the grey stones/the colour contrast not strong enough....) and the font size and colour made it difficult at times. Thanks for adding a volume control for the daily trumpet!! Otherwise good jammin!!
Sound is great, the mood and aesthetic is great, the story what little of it I experienced sounded interesting and mysterious. However, I needed a tutorial or some more instructions just to get me off the ground, I was left a bit perplexed and therefore unfortunately didn't manage to progress far. Keep up the good work!! Good jam.
Sound is great, the mood and aesthetic is great, the story what little of it I experienced sounded interesting and mysterious. However, I needed a tutorial or some more instructions just to get me off the ground, I was left a bit perplexed and therefore unfortunately didn't manage to progress far. Keep up the good work!! Good jam.
I err....didn't manage to do anything....I read the instructions and tried different inputs but I was comprehensively defeated. As others have said a tutorial or just a initial indicator or example to get me going may have helped. It looks interesting and I like the concept - would have liked to have got past the first camera. Well done on putting it together though!




