I was really hoping this would be featured. Fantastic job.
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The aesthetic is really cool. I love the color palette, and the circling ammo is awesome. I know you're not done yet, but the ethos of this game is pretty mature. I really hope you keep working on it. Thanks for sharing this with us!
Thank you so much! You value what I wanted to be valued and that is really validating. I wanted to be able to speak to the mind, body, and soul here. I hear you on the art. I did intend for it to feel alienating, thank you for noticing, but I lucked into it. Hopefully next time, I'll be able to craft it. I think this game has gone as far as it's supposed to. It speaks truer with it's flaws than I think it would if it were cleaned up.
Not providing a comprehensive tutorial was on purpose. The missing restart and dangling ending were just consequences of running out of time, but I think they work well here too. At least, well enough to do some experimenting in future projects. Thank you.
I may be stubborn, but I'm actually starting to like the lack of a reset button.
Don't get me wrong, you're all definitely right, but it's a thorn in the side, and something about that makes me proud. You just sit with it. It's a bit of discomfort in what is arguably the most accommodating artistic medium. No other medium offers a tutorial in every piece. Why should we? Because we have an element of interactivity? Yes, but that can be exploited. I'd like to experiment more with stuff like this.
Thanks for the feedback. I agree with the endings. I can see how it could be unclear that the game has ended. However, I feel that adding any more ui elements would gamify the experience, no pun intended, and make it cheap and disposable. It's bad design, and it's inconvenient, but I think it's supposed to be the way that it is to tell the story that it does, or at the very least, I don't know that nothing would be lost in better design.
Originally, I did want to polish the art. I always wanted the Ghouls to be more cartoony than the Pedestrian, but with the same production value. I also wanted to draw a beautiful city. As time ran out, I threw these sketches in as place holders to test the code, and found a random city picture. I liked the aesthetic so much that I swapped out the background for a cc timelapse, and submitted it. I know its not for everyone, but sometimes I like to see the process in the piece. This game has a vibe somewhere between b-game and mixtape.
Thank you for the feedback. I left a lot of instructional text out to offer an in medias res experience. I like games that put players in a position of weakness and require them to discover the core mechanics. At this small a scope, providing little direction is one way of doing that, although not likely the one to render the most reliable result, which I'm okay with. Plus, if the game is frustrating, that's consistent with the theme. I only added instructions to the page because during a jam, a speculative game can be easily dismissed as an incomplete one.
Thank you. It's endless. I didn't include a progress mechanic because the Pedestrian could be walking anywhere. There's no goal to reach, time to beat, or princess to save. The walk is mundane. This is just a regular day.