n°1 :)
seb46
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Thank you for giving it a try, fellow godotner !
Strange bug of yours :). I can run it on Firefox with 300 people without problem on my computer while I only have a low-end integrated GPU and 16Gb of RAM... and in the build I put only 100 people, just in case... I'll try to make a proper version next week-end.
Edit: and the HTML build works (slowly) on my old android smartphone too. Apple and Godot...
So far, I’ve played 16 entries, and commented like 10 of them.
I have 3 days of intensive IRL work to come, so I’ll probably not have read everything at the end (maybe one more entry Sunday evening?), sorry guys.
Two things that I really appreciated : every entry I tested seemed to have been made for this jam and was related to the theme ; everyone did care of their VN and tried to do their best. Which is really different from the other (non-VN) jams I took part.
And to tell everything, imo, two games were clearly one step above all the others : All of us flames, and Cohabitation.
About the dev of my entry, I already wrote devlogs, so I pass here. ^^
Last but not least : this morning, my entry broke my previous record of browser play count : 53. Which is not much XD, but still, A peaceful wedding is my new hit ! Big thanks to all of you for giving it a chance.
See you !
Naaaaaan! Je pensais qu'il y aurait un twist et que les grands-parents seraient plus cools. M... ince.
En tout cas, c'est super bien réalisé. Le nom qui se brouille, c'est tout bête comme effet, mais ça fait vraiment son effet, justement. Et du point de vue de l'écriture, j'ai beaucoup aimé qu'il n'y ait pas de gros mot et que pourtant les mots soient absolument horribles.
Bravo! Vraiment.
Edit: Par contre, je ne comprends pas pourquoi tout le monde met des voix synthétiques? Je l'ai coupée, et c'était tellement mieux sans.
I never play online game, and I have not used an instant chat for five years... so, that was quite an experience. Probably the most original concept in this jam. The OS simulation is quite impressive, meanwhile, I cannot say I liked spending so much time reading SMS language. I'm probably not the target audience of the game... (pls, refrain to say I'm too old XD )
I liked the art style of the game and the story prompt was interesting.
I enjoyed how the story developed,... until the last scene. The prince discovering what's inside the notebook was the best idea, the situation was becoming very tense and involving, and ... nothing, Go back to start.
I tried several times to see if I could get another ending.
I really wanted to have some choice about how to deal with the reveal (be nice, abuse power, etc), And then to see what happens next. Will the king/the knight try to destruct god? to become friend with them? to bribe them to get ultimate power? become completely depressed considering life makes no sense?
As it's a long game (especially for a non-native), I waited until the weekend to play it. In the end, the story was interesting and the environment dynamic, so the time passed much quicker than I thought it would. I'm glad I met Orion and Leo.
However, I do have one regret, which is that there was too much overlap between the text and the visuals. You're artistically talented, it's a shame not to let the visuals speak for themselves. For example, when a character smiles or blushes, the sprite illustrates it very well, so why write it? The same goes for the backgrounds. This is a very personal opinion, but I think the experience would be enhanced by relying more on your illustrations.
I really loved the 3 characters art style! But you really draw them + wrote the story in one night???
An idea : When the 3 characters are on screen, it would be easier to remember their names from start if it was written below them when they speak and not always on the left. The dialogues may also look like a bit more dynamic? (But I've never used ren'py, don't know if it's easy to tweak or not)
That was a great take on this ballet! Especially as you did it alone in a short a time..
2 ideas for after jam:
- I had several times 4-lines-dialogue and the 4th line was hidden by the UI,
- Maybe you couldreplace the music by a longer / complete recording to avoid the short loop getting annoying? (I cut it after 5 or 6 repeats) There are public domain recordings, for example on museopen (bottom of the page).
First, you've customised all the UI, and that allows the game to be its own little world, and not just another game under Ren'Py.
Second, as a non-native speaker, I had to use the dictionary several times (not for crab parts, I'm a biologist :) ). But that's good, it shows that you have ambition for your reader by offering something that isn't generic!
And, good luck at work.
Thank you very much for playing the game!
I realised that the jumps from one scene to another were too quick at the end... But I preferred to leave it like that for the jam rather than rush into making bad patches. (And if there are any moments in particular that you found confusing, or any ideas for improvement, please, tell me!).
Hello,
I don't have windows, and the export doesn't work with wine. So I couldn't play your game, sorry.
Two advices as you wrote it's your first game:
I see you used Unity. Next time, export your game in HTML5/WebGL, it's really easy with Unity, and more people will play your game (also, because of virus, many people will not event try to dl a game).
You used letters QWER for the game. French speaking people, Russians, Ukrainian, etc, don't use QWERTY keyboard. However, you don't have to map your game to all keyboard. Just be sure in the setting of you project to link actions with the physical position of the keys (everyone, knows where QWERTY should be) and not only to the letters themselves.
Good luck!
Hello!
./EniPattern
./EniPattern: error while loading shared libraries: libFLAC.so.8: cannot open shared object file: No such file or directory
And libFLAC is not in any of Fedora repositories (officials or community maintained)
Also, you should check about Emscripten: it's an open source toolkit to compile your games in Web assembly and publish web versions. I managed to upload games written in C two years ago and it really helped to get feedback in gamejams.
Thank you very much for playing the game!
In fact, I didn't want players to be able to sort the items. I wanted them to memorize, explore the whole level and think in what order they have to collect the items. With a good tuning on time settings and more diverse levels, it would have allow to make players trying different routes at each run, look for optimal strategy. ... But I really didn't have the time to make all of this. XD