Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

reidgillis

11
Posts
1
Topics
3
Followers
A member registered Mar 22, 2023 · View creator page →

Creator of

Recent community posts

One of the more original story concepts. It reminded me of Passengers, only with a galaxy wide apocalyptic event triggering the interstellar travel. Very cool. 

The beginning felt fast paced. You gave just enough context to understand the situation, but left things somewhat vague which kept things interesting. When I exit the ship, it’s an exposition dump. The story slows down here because it’s all questions and no action. My recommendation is to still keep things vague, limit how many questions can be asked, and then get to some action. 

I really liked the story concept and you did a great job of painting a vivid picture of the world. 

Fantastic story. It felt complete with good pacing. The choices gave me a feel for who my character is while still giving me autonomy to chose some direction. The style and fade effect is beautiful. It made reading easy and also added to the feel of the game.

Only thing I was curious about was what mods my character had and how they use them in their life. They seemed to assume mods were purely for employment purposes. I assumed I had one that let me type faster, or do something really boring more efficiently. I’d like to see it in action. I also want to know what the stakes are for turning down the mod application. 

Best narration thus far! 

I loved playing Before Your Eyes, and the fact that you replicated that mechanic over a weekend is ridiculously impressive. I’d love to see how you did this. Would you be able to post a link to your GitHub repo? 

Definitely my favourite play through. It felt polished with a mechanic that fits the story.  Bravo. 

Cool take on the theme. I like the set ups and payoffs. Talking to someone that gives me a knife that I can use later made my choices feel impactful. 

You’re a one person team so I think you accomplished a solid story in the time frame. Only suggestions would be to give some meaning behind why the newest member is taking the lead. Also, this elite team seems to run out of amo quickly. It would help if the player is given a choice that leads to the team needing to fight off a zombie horde, which results in everyone having low amo. Or something Ali g that line. 

Overall, solid work. 

Good use of the theme. My only suggestions would be to make it deviate more from blade runner and add some sounds to up the tension.  Like if I heard sounds that vaguely sounded like a variant getting terminated, I’d question my choices. And if that same sound was loudest at end if I chose to say it’s an android, I’d definitely feel like shit…or maybe not, because it’s vague and the player does t really know what the source of the sound is. 

I also liked the UI. Simple, worked well and easy to read. 

My favourite so in the jam. Really dope story. 

Hi, 
I'm looking really forward to this jam since narrative design is my passion, but the overview wasn't clear on a few things. I was hoping you could answer some questions.

1. Is this a solo jam or can we form teams? If we can form teams, is there a size limit?

2. Can we use unreal, unity, twine, or whatever we want, or is there limitation of the engine?

3. Is there a discord channel? 

4. Where will the theme be announced? Is it on the jam overview page, discord, or some other means? If there is no theme, is there any criteria we have to meet for the story or any guiding principal?

5. Will the judges have visual studios with C++ and C#? I've run into issues when I package my Unreal games and the people trying to play it don't have the dependencies installed, so I want to confirm it won't be an issue. 

I like that everything was a high stress environment since it helped each puzzle fit the theme of taking a breath. The games in each level were fun and the puzzles were well designed. And the art direction!!! Good lord this looks beautiful! 

There was no through line connecting each level. I suggest setting up a narrative to make it not just a random assortment of time sensitive puzzles and instead a group of connected puzzles that needed to be solved in order to achieve a greater goal. Also, surgery is more high stakes than archery, so the order of levels seemed off.  Surgery should be the final level. Something as simple as the player character is student in a elite private school that trains kids to be doctors and today is their big test. The maze is them getting to their class. Not sure how to work in archery, but you get the idea.

There also isn't much of a through line for the theme. If the game is about perspirations and staying calm, then include that shaking feature in the maze level in every level of the game to show that player characters nerves.

Also, the levels took a long time to progress, specifically level 1. Maybe consider lowering the time between start of the game and when the book comes up.

Overall great looking game and the mini games were both challenging yet beatable. Well done!!!

I like that everything was a high stress environment since it helped each puzzle fit the theme of taking a breath. The games in each level were fun and the puzzles were well designed. And the art direction!!! Good lord this looks beautiful! 

There was no through line connecting each level. I suggest setting up a narrative to make it not just a random assortment of time sensitive puzzles and instead a group of connected puzzles that needed to be solved in order to achieve a greater goal. Also, surgery is more high stakes than archery, so the order of levels seemed off.  Surgery should be the final level. Something as simple as the player character is student in a elite private school that trains kids to be doctors and today is their big test. The maze is them getting to their class. Not sure how to work in archery, but you get the idea.

There also isn't much of a through line for the theme. If the game is about perspirations and staying calm, then include that shaking feature in the maze level in every level of the game to show that player characters nerves.

Also, the levels took a long time to progress, specifically level 1. Maybe consider lowering the time between start of the game and when the book comes up.

Overall great looking game and the mini games were both challenging yet beatable. Well done!!!

Sorry, I know its an extra step, but you'll have to download Visual Studios and install C++ and C#.