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Rabbitz

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A member registered Jun 24, 2018 · View creator page →

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¡Gracias por el comentario! De hecho, si no sale un proyecto del que estoy hablando, estaba pensando en revisar esta mecánica, pero con un tema completamente distinto y con bastante más contenido, para enfatizar mucho la idea de un roguelike narrativo, que dependa mucho de la suerte y sea muy rejugable. ^^

Me ha encantado como se construía la historia a través de los mensajes en las distintas apps. El arte me ha parecido genial y que refleja perfectamente el tema. Enhorabuena, claramente uno de mis favoritos.

Si tuviera que dar algo de feedback a mejorar, creo que una indicación visual de cuando hay mensajes en las distintas apps ayudaría a ver mejor lo que está pasando. En mi primera vez, me perdí algunos detalles que solo vi al jugarlo una segunda vez. Por otro lado, en el final "malo" sentí que el juego intentaba hacerme empatizar con ciertos personajes, y no lo conseguía XDDD.

Por último:
[SPOILER]: Que dejes los monólogos y me dejes en paz.
[SPOILER] 2 segundos después: *Te echa un monólogo y no te deja en paz*

Está es una de esas obras en las que puedo ver que durante una gran parte del desarrollo el autor se lo estaba pasando bien, y me encanta ver lo bien ligado que está con el tema. 

En otro aspecto menos positivo, aunque entiendo que sirve para remontar a los librojuegos antiguos, me parece que el exigir al jugador llevar las cuentas de sus acciones en lugar de implementarlo directamente en el juego (aunque también me consta que Twine no es la herramienta más "friendly" para hacerlo).

Bueno, creo que he llegado a ver todos los finales, y me parece una idea divertida y entretenida. El giro y cambio de ambientación ayuda mucho a entender mejor la situación del protagonista, y creo que las pistas sobre su pasado aquí y allí muestran un retrato que me encantaría ver explorado en más profundidad.

Me ha parecido una idea muy interesante, y he disfrutado muchísimo con los "combates". Si acaso, echo de menos algo de variedad de acciones a la hora de los combates, para sentir que no son tan lineales.

El worldbuilding y la mecánica de cambio de cuerpos pintan muy bien, aunque como han dicho otros, necesita bastante trabajo aún. Los problemas durante el desarrollo son el hard mode de las jams, así que ¡enhorabuena por al menos llegar a una entrega!

Me ha encantado el formato y como estaba escrito. El formato de entrevistas para ir descubriendo poco a poco a los candidatos me resultó muy divertido. El apartado gráfico está muy logrado, y los personajes son muy expresivos y encajan a la perfección con el tono narrativo.

Si acaso, lo único que echo en falta es más candidatos, aunque creo que con tres la cantidad de tiempo de juego es ideal.

Me ha parecido un tema muy original, y una manera interesante de mostrar un problema muy real. En el lado menos positivo, quitando el problema de las frases recortadas que ya han comentado otros,  creo que a veces hay ciertos problemas de puntuación que dificultan un pelín la lectura.

Sí, estoy al tanto de ese fallo, pero me quedé sin tiempo para arreglarlo ^^

Hola y gracias por jugar. No eres la única a la que le ha pasado, no está claro que tras la decisión no hay más historia que sguir, ni que el botón de reinicio está en el menú. ^

¡Gracias por el aviso! Creo que no está bien indicado el final en ese sentido. Hay un botón de reiniciar en el menú pero no es evidente. ^^

Hey, happy to reply to this!

When it comes to thoughts about interfacing, I think it would come down to a lot of iteration, to be fair. At the moment, I would say that maybe adding more and more information after each loop (so in loop 1 we have zero information, in loop 2 we see what items we are carrying, on loop 3 we see how "good" they are...) might be an interesting compromise. But again, it might not work at all!

As for the deeper analysis, I have to say that there was a sense of beautiful lyricism. The main theme I was getting was environmentalism. There was a clear correlation between the words of the characters and the idea of guman-driven climate change. The fact that the characters felt like spirits and their design brought to mind a lot of Japanese media about post-industrialization, and that was the reason I was very happy to find out through the GDD that they were based on actual rivers and creeks. I felt the "base" story being told was one of recovering by caring, both for yourself and others, with a metaphor where that applies to the world around us, not only to other people.

Hope that makes sense and works for you!

The art style was just amazing! I has such a unique vibe, which is sustained and elevated by the writing. Reading the GDD also made me like this better, as I realized what it was truly trying to tell me. Truly a fantastic experience, and I would love to see more.

A couple of more notes (which I am pretty sure are mostly due to time constraints): 
- 10 minutes felt too long, and I think in the first loop I was unable to return to Don after earning three items, which left me confused on what to do next. 
- I feel like I broke the loop with Taddle at one point. He told me something along the lines of "here you go", and then I couldn't move anymore. 
- I am on the fence as to wether a more clear interface where I could see what I was getting and what impact it would have on the ending I got. On the one hand, I think it would make it more game-y, and less of an experience, but I am unsure wether that would be something that you, as the author, would want. :)

This was so incredibly fun, and stressful. Figuring that you could use the 1-6 keys helped a lot, but level 7 felt like it had a weird difficulty spike, and I think that's because the npcs were all mixed up (so 1, 4 and 6, I think were on the left, and 2, 3 and 5 on the right?), so it was harder to actually select the ones you wanted.

Great fun! I love how simple the main mechanic is, and how responsive it feels.

There is a lot to love about this game, but I agree with some of the comments that it could feel hard to know what to do next or how to progress. Also, the goo felt too unforgiving, so maybe having it shrink when coold could add a bit more strategy and leeway.

I also found that because the direction of the spell got locked before you could draw, I would find myself firing in random directions quite often, which felt a bit frutrating

Had a lot of fun playing through this. The mechanic seems responsive enough, and the only thing I would suggest would be to give some sort of indication of where the Robutts are going to go next. Also, if the maps were a bit more maze-y, I think we colud see some interesting puzzle elements happening.

I did read through the GDD too, and I would love to see some of the ideas being implemented. I feel like at this moment the mechanics are limited, so I think adding depth to them could be challenging.

But anyway, congrats on finishing in a week! 

Nice little game! I loved the art, and could see the love that went into it. As a simple note, I would have loved to see more variety in the enemies and towers, but I can understand time constraints.

Thanks!

Hey, thanks for the feedback!

They will put the fires out themselves, but they need to be encouraged to do so or they will become demotivated and stop.

If you go near them and interact in the garden map their motivation will go up and they will be more likely to do their job. You can also recruit additional firefighters.

I guess we struggled on visually giving you feedback about this, so lesson learned!

I loved the idea behind it, and the humour from the characters. Very pleasant game from a visual and auditory point of view, too.

However, I think the main mechanic of removing options from the player, while it's a great idea to explore, makes the game too frustrating. Most of the time I ended up just waiting for my A key to be chosen at random, and when the boss started shooting it sometimes ended in a really unfair situation where I got shot and had no options to escape.

Great ideas and executions despite that small detail, though!

Loved it, but couldn't finish it. I would love to see some sort of indication of where to search for the key, rather than having to just go through the whole map blindly.

The great: I love the way the flashlight kept revealing these creepy details hidden in the map, finding the house with the message was really rewarding.

This was frustrating but very fun! Also, really nice amount of polish in the visual and audio categories. As for controls, I would personally add an option to untangle your tentacles quickly, even if it's on cooldown, or a way of saying "let's restart this now". When I got my tentacles fully tangled with 20 seconds to go and had to sit there just waiting it became really unfun.

High score: 1000.

Lovely game! The bosses were beautiful, and it felt really smooth and polished

I really liked the concept of this one. Great way of introducing the theme, and the B&W scheme.  The controls did feel a bit unresponsive at times, and I would love to see more variation, but other than that, great puzzler.

Really fun and polished! Also, quite challenging :D

Thanks , and I'm happy you liked it! More polish is indeed needed, but alas, time constraints are what they are. ^^

Thanks for the detailed comment! I've considered WASD movement, but like the polish I just didn't have the time for it. ^^

The idea of removing a key control for increasing speed and fire rate however is intended. I want to give the impression that there's a desperate need for not letting your stats drop too far, but at the same time that creates a danger that forces you to make decisions on the fly. Perhaps I can communicate that better.

Thanks for playing! I want the game to be challenging, and to give that impression of losing control when trying to restore your speed and fire rate, but I'm sorry if I took it too far.  ^^

I really loved the artstyle in this one, and it feels challenging but incredibly fair, despite being super hard. My only concern is that having to hear the intro every time seems a tad repetitive, I'd prefer a faster return to action after being killed, specially considering I get killed A LOT.

The visuals are really good and clear.  It's a shame that the mountain is not interactable.

Loved this game! If anything, some rooms seem a bit unfair, as flashlight guys were too close to patrol guys, an it turned more into a game of jump and pray.

Liked the game, I think the first puzzle is too unclear, maybe have a hint similar to "find a way to prove you're the player" rather than "find a key" would have made it a bit easier to overcome that huddle. Also, it seems that after completing the game once, I can't progress as it not triggering cutscenes anymore, so the danger sign doesn't activate and won't let me through.

So, I've been thinking about a second game that would play a lot with the concept of unreliable narrator:

HOW THE MIGHTY FALL: You are the elected leader of a major country. You know you are great, and you know you are destined to be one of the great historical leader. And yet you watch helplessly as the media attacks you, your close friends and coworkers are thrown in jail or worse, and your country revolts against you. As you go on, your arrogance grows as you just try to fix this goddam country full of ungrateful scum.

It's mostly based in the Smiler from Transmetropolitan, and maybe a few others that don't really pop to mind right now...

 


I am working on an idea that had been bouncing around my head for ages. In the game, you are playing as someone who is trying to balance his social, work, family and love live, and failing at most of them. As you play, you are likely to become more estranged from everyone, and end up cutting ties with them altogether. I'm currently working on a Jenga tower version and one without it, that tweaks a lot of the rules around, but keeps the themes.

The game is called Overcoming Solipsism.