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A member registered Jun 15, 2020 · View creator page →

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Thank you very much for your comment!

  • For the speed streams, I totally agree: a “grab” feature or at least an extended area would be much nicer! Has to be implemented in a future update!

Sorry for the spelling errors (even if, like you said, it is hard to avoid in such text-rich games) and glad you liked the game overall!

Wow thank you very much for your very detailed and very nice comment! Such dedication to complete all the achievements!

I’ll try to answer some specific points:

  • Thank you for pointing out the problem of the ESC key for the menu! You’re right, we should allow another key as well!
  • I am sorry for the bug your encountered during your second playthrough. Thank you for the detailed feedback though, I think I have identified the problem by reading your log.
  • Glad you liked the story and characters! Glad you like the inclusive aspects of the game, it was reallt important for the team. And you’re right, Lee is intended to be a jerk: he is a depiction of our personal experiences with hierarchy and upper management.
  • Thank you for sharing your feeling about the interaction between abstract and real world elements. As you may have noticed, this game was partly inspired by usual cyberpunk topics. Also, as we mentioned, this game is an updated version of a game we first made in 2024 for the narrative design award. So the elements you point out were thought as visual storytelling; so thank you for noticing!
  • The theme of the narrative design awards 2024 was nautical, so that why we wanted to include this exploration phase. It was intended to be a little challenging, especially for the last islet. Fortunately, you found your way at the end!
  • Wow impressive to get 100% on each oscilloscope mini-games! I was not even sure it was possible due to poor implementation of float rounding!

Anyway, thank you again for such a positive review!

(2 edits)

godotshaders.com is an awesome resource for sure! Glad I could help you with my list! And yes, it was way simpler to modify the shader parameters on the fly rather than to code an actual oscilloscope with godot nodes and scripts!

[SPOILER]

For the “all in rebellion” you need to befriend Bernard like you did, and also come back to previous islands (for instance going to the first islet in mission 2)! Glad you enjoyed the game so much that you wanted to play another run!

[/SPOILER]

Honestly, I was kind of stunned. Sure, it is still a prototype but I was really impressed and really had fun playing.

For a more detailed review:

Positive aspects

  • Well, talked about the visuals of our games but look at that! I really like the art, especially character designs, they are so cool and I really enjoy your style.
  • Battle gameplay is awesome. The idea of aiming instead of just throwing attacks is a very good idea and you make it even more meaning full with the different types of attack, characters/enemies placements, astroid, etc. Honestly, It felt kind of hard to handle (or maybe I just suck at aiming lol) but it was not punitive thanks to the smooth progression curve. I also found very cool and impressive the card skill system.
  • I enjoyed the intro very much, especially the effort put in synchronization with the music (the zoom, flash, change of colors etc.)!

Improvements

Well I don’t have much to say on what is already present! From what I understood, the gameplay loop here is only dialog/battle/card/dialog/battle, etc. Do you plan to add more mechanics/elements in the future or are you leaving it as is?

Anyway, very solid prototype! I am impressed!

(4 edits)

Wow, thank you very much for your kind and detailed comment!

I am very glad you liked the art, as you can imagine a lot of efforts has been put in it (not by me haha)! About music and sound design, even if we are not crafting it ourselves, carefully choosing and mixing took quite some effort too! Regarding the mini-games, their design was a collective work and polished over time by gathering playtests and comments–so thank you again for your input!

For the shaders, thank you for asking because it makes me think that they should be added to the credits, if not already. Indeed, we use a bunch of them and we have no shader artist in our team (maybe a very newbie shader tweaker). To be more precise:

Maybe I forgot some… I’ll have to inspect the game code in details.

[SPOILER WARNING]

For your run, I guess you were not so rebellious after all… If you want to check for other endings maybe you can consider returning to a previous islet…?

[/SPOILER WARNING]

Anyway, thank you for playing and I am really glad you enjoyed it so much!

As many others, I played the browser version only (sorry) but I finished the campaign!

The game is very nice overall! Good job making all the aspects of the game!

First of all I found the title screen very cool! The square transition fits well with the pixelart. Also, the game is quite polished and works well, I didn’t noticed any significant bugs!

The only thing I dislike regarding game design is the dash attack. In my opinion, it would seem much more natural if the dash moved in the same direction as the character’s movement, not towards the cursor position. Moreover, more control over the trajectory would be nice to dodge bullet from the fourth encountered enemy.

I also have some minor suggestions:

  • The grass and other elements are displayed on top of the character which is rather confusing.
  • The “press e” popup should hide when the dialog has been launched as it is not possible to launch it a second time.
  • In the second level I went through the enemy thinking “I am killing it in two hits” but it was actually tougher so I lost a lot of HP. Maybe a color swap to highlight the fact that the enemies are tougher would be nice?

Other questions:

  • Max seems very mysterious to say the least… Is it because the scenario is not finished yet or is it wanted?
  • I read about the sandbox aspect you want to put in the game. I don’t see how it would fit in the current version of the game which is more like a dungeon-crawlerish. Can you elaborate more about what you want to do with this sandbox mode?

Anyway, very cool entry, good job!

(3 edits)

I am really impressed by the amount of work you and your team put into this project! Very well done!

I played until I reached the third town (I can’t remember the name sorry…). Also, I didn’t read all the devlogs, so sorry if I suggest ideas you already have or if I ask questions that you already answered.

I am going to start with what I liked about the game (sorry, English is not my native language):

  • I really liked playing slimes which are usually basic enemies in RPG. The inversion was funny in itself but also a pretext to talk about the expansionist tendency of some human communities, which was a refreshing take.
  • The fact that items are used to attack instead of just action points like most turn based RPG is the funniest part in my opinion. I liked managing my inventory to use the worst items on weak enemies while keeping the rare loot for tougher ones.
  • As a godot user myself, I found the amount of available settings and inventory management (with many filters, types etc.) quite impressive given that I didn’t noticed any bugs. Just out of curiosity: are you using plugins? If yes which ones? Maybe Dialogic 2 for dialogs? Or did you make your own dialog engine?

Now for what I disliked:

  • I don’t mean to sound harsh at all, but simply fight one battle after another felt like something was missing. Sure, there are town conversations acting as checkpoints (and the dialog and overall story is nice and well written), but I don’t think that is enough. Since you plan to sell the game eventually, let me compare it to other games that seem similar in genre to me (obviously, these are games developed by professionals, and I’m not saying that the same level of quality is always required—I’m simply saying that I find the comparison in terms of features, and what makes them fun, interesting). Darkest Dungeon features a minimal exploration mechanic that already feels more engaging than simply battling when crawling in dungeon (let aside from town management aspect). Free exploration is not the only option: Loop Hero features a kind of unique map management through card so that each loop is different. In my opinion, the best suggestions that require minimal changes to what has already been developed is the following:
  1. Allow the player to move the crew between towns, even if the maps remain simple.
  2. Make it meaningful (gameplay-wise) to send food items back to town. Like, maybe enabling bonuses when a certain food quantity is reached or, even better considering the funniest part of the game is managing tons of different items, when a certain amount of a specific item is reached? A roguelitish mechanic like this would make it more meaningful to send food to town.
  • The completeness of the UI comes with an inconvenient: there’s so much information on the screen that it becomes hard to read (for example, the filters that are always displayed in the inventory). Furthermore, there’s often much more information than necessary (for example, I reached the third city, I didn’t find a single challenge that really justified the complexity of the statistics). So, what I can suggest on this topic is:
  1. Hide some data behind some more tabs or collapsing menu bars (like the filters).
  2. Try to put more emphasis in the important data in a given context with colors, animation, different font size, etc. For instance, the tooltips of items in combat (which are a very good idea btw) should take a larger part of the screen as it the most important information.
  3. Put UI scaling option or force full screen mode. As I played in the browser, many elements were too small.

Overall, very nice game I liked it! Good job!

(6 edits)

The theme of vietnamese war veterans strikes hard. I am not from the US but know a some vietnamese people that fled the horrors of war. And the way they were treated after fleeing… Well, I won’t risk a very euphemistic way to put it.

The way you link this to capitalism and the american dream is really interesting. You have to offer everything to it, even your own identity. That’s dark, but true.

The visual, even if it is the only one, looks very cool!

On the negative side of things, between the convoluted poetry and the repetitive passages, I had a hard time understanding it all, since English isn’t my native language. Also, maybe it is just me but having to tap the bottom right corner does not feel intuitive for me. I had to read the description to understand what to do.

To summarize : a very strong entry! Well done!

Heavy theme, hits hard.

The sound effects and crispy GBC graphics makes it very eerie and disturbing, honestly well done. One of the strongest entries I played, even if I understand Brite Palette when they say that the themes that your game tackles are way deeper than capitalism.

The only negative thing I can think of is the fact that the enter key brings back to the main menu; I accidentally went back so many times.

Also, in my first playthrough I noticed that you can just do the first mission in loop and reach the end. I don’t know if it is intended but it feels too bad.

Anyway, well done!

Honestly, really well put! It works fine, I didn’t experienced any bugs!

My only concerns are about the controls:

  • The jump on the space bar for both the jump and the boost results in me flying in the air uncontrollably (it feels like rocket league) and not boosting at all.
  • The fact that the keyboard layout is not taken into account (it is really easy with godot, check it out).

For “not so expansive” gameplay/design ideas:

  • Maybe bonuses and maluses would be interesting (like bigger wrecking ball, high rotation speed, etc.)
  • Maybe you should put more levels, smaller but with increasing features (ennemies, bonuses, maluses, etc.)

Anyway, good job!

Salut!

J’ai trouvé le jeu relativement bien fait et assez polish avec les cartes en 3D les reflets sur le booster et tout! Je connais mal unity, je suis curieux : est-ce qu’il existe déjà des features préfaites ou est-ce que tu as tout fait pendant la jam?

Ensuite, je trouve le texte des cartes un peu trop sérieux. Quitte à ne pas pouvoir jouer aux cartes, j’aurais mis un peu plus de blagues. Mais bon après en faisant deux jeux dans la même jam, je peux comprendre… C’est plutôt impressionnant en vrai. Même si bon, ça aurait peut être valu le coup de se concentrer sur le TGC pour pouvoir y jouer!

I really appreciate projects that aim to highlight alternative historical figures. Some many tales untold and yet so important to understand where we are now.

In my opinion, your zine points out not only the importance of individuals are, but above all the fact that bottom up solidarity movement are the key to resist.

Thank you for sharing!

This zine hits hard.

I appreciate that it’s both a cultural and artistic work (The visuals are really impactful and well put) and a practical guide. Even it becomes harder and harder, taking action is the only solution.

Anyway, support to all the victims, siamo tutti antifascisti.

Oh thank you very much! :)

Please, feel free to share your thoughts once you’ve played: feedbacks from people who played the previous version are very valuable to us!

(1 edit)

Well, thank you very much for taking the time to write such a nice comment. :)

I’m very glad you enjoyed the game, found it inclusive and thought it was well made!

For the typos/syntax errors, you’re totally right… We have already identified several. As you can imagine we were in a hurry to meet the deadline and we prioritized writing all the text options over checking them in details. Nonetheless, we are planning to release a more polished version once the evalution period is over. So if, by any chance, you’ve written down any specific typo, please feel free to share them with us, that would be a great help. :)

About your feeling regarding the anti-capitalist take: I am really sorry but I am not sure to fully understand what you mean (probably because I’m not a native english speaker). So allow me to rephrase:

  • From what I understand, you mean that the player is driven towards being anti-corporate and pushed away from the status quo, mainly because the characters embodying corporatism are not as engaging. That was indeed intended, which is of course debatable. What I am not sure to get is your opinion on the topic: do you think the corporate route should be more attractive? If so, why?
  • I am also not sure what you mean when you mention the jam context: do you think that the people involved in this jam are naturally shifting towards anti-corporatism mainly because of the topic which is (obviously) oriented? Implying that people not already familiar with anti-capitalism would not be able to break free from the status quo easily? This would contradict with what I mentioned before, that’s why I am bit confused.

Anyway, thank you again for your comment and sorry for the long post!

(1 edit)

Epic!

I really enjoyed destroying a cybertruck with a clarinet and trying to escape!

It feels a bit clunky (especially the jump sequence when you have to mash your space bar) but the goofy character and animations are making it very funny.

Too bad it’s so short (at least I guess the end is where game says “keep running” and closes)!

+1 for the “work of friction” pun!

(3 edits)

Hi,

As no linux release is available, I tried to play the windows version with proton but didn’t manage to, I get the following error pop up windows:

.NET assemblies not found

Unable to find the .NET assemblies directory.

Make sure the directory /ApocalypticMoney_Musica/data_ApocalypticMoney_windows_x86_64 exists and contains the .NET assemblies.

Looks like your godot export is not packaged correctly or is it just me?

Well anyway sorry… :/

It is a very neat amazon warehouse simulator! I am impressed about how well is it put considering there is only one person behind it?

I really enjoy the details: like how the room repeats towards infinity, the “D-prime fulfillment workstation”, etc.

I clearly see this as a very good depiction of labor capitalism but I didn’t come to the part where we f*ck it. I only made a shift (which felt like eternity with no hint of anything else whatsoever) and the game crashed because I am running it on linux (I struggled launching it with proton but still not stable enough).

Anyway, good job!

Very cute way of telling a story! I never thought of using baba is you levels this way!

The story in itself is adorable, and well written (some dialogs are doubled, making them hard to read though)!

I really like the use of baby is you “update on move” mechanic for losing counts of the days and night!

I can see why you submitted this game to an anti-capitalism jam, but I think it is a bit stretched.

Anyway good job! :)

Glad I start my ratings with an idler/clicker !

The sabotage take is a good one. As Three Frogs mentioned, the inclusion C.I.A. sabotage handbook is really cool!

About the positive stuff: the whole idea, setup and game design is well thought and fits the theme perfectly (I love the intro speech and the “radicalized” co-worker thing). Sadly, I haven’t been able to get further than day 11 because I was stuck at the approval step. So I don’t know if there is a twist or anything at the end.

On the negative side of thing: I feel that the game could greatly benefit from a clearer UI.I don’t know if the tasks references like “5b (10) b (7)” are intended or not but they make everything very difficult to read. Also the fact that all tabs have the same title name (i.e. “Tasks”) feels almost like the menus is broken. The fact that the items that you can interact with are not highlighted in any way (change of cursor, contour, or anything) make the first approval very difficult (also hold left click + scroll is not really comfortable).

List of bugs I encountered:

  • When I purchase an upgrade, it looks like the cost of the next upgrade is consume instead. Example: I had 10, purchased an upgrade indicated at 10 despair and end up at -10 despair.
  • At day 11, for some reason, when I finished sabotaging the machine and approved it, there were no “complete day” button and instead a new machine appear. I made this sabotage cycle like 5 times before thinking “ok maybe this is a bug.”

Anyway, well done!

Had a big laugh playing to this game! Yes, what an interesting metric! It embed so much nuance, haha! And the description with the complete non comprehensive reasoning, I loved it!

If I dare to ask (you don’t have to answer of course), can you tell me about your background? I am curious to know if you studied statistics or something.

Anyway, really original, a UFO in this jam!

I am always pleased to see a fellow godot user! :P

I am making a wild guess but maybe you’re french too?

Anyway, I really liked the look of your game! The retro/PS1 vibe works very well. I am also amazed you managed to pull this functional 3D environment on your own in such a short period of time. I also think that the message is really cool, and actually deeper than the “blast” would suggest.

If I may, I would like to give some feedbacks and suggestions:

  • The sound design works well, however I feel like it lacks a musical background.
  • The map is well designed but also huge, and I was left wanting for more while exploring it. Maybe you could add some of the past protests? Like leaflets, posters, banners, vandalism, etc.
  • I am very used to PC gaming but I still had troubling finding that shift was enabling sprinting and that e was for interacting. Maybe you should write it somewhere?

Anyway, good job! You can be proud!

Thank you very much for playing and writing such a nice comment! :)

We are sorry about your poor experience with the browser version… :/ As mentionned in the description, we are already working on a patch (it is almost complete) but we need to wait the end of the Narrative Design Awards 2024 to upload it.

it would have been a shame if you hadn’t submitted it! It is a really nice game, you can be proud!

Actually, the fact that it does not rely on coding is even more impressive to me! Great “hack”, if I may say so; it looks very pretty!

Thank you for the technical answer! It is not sneaky, it is clever, and clever is not the opposite of hardworking. On the contrary, it is the key to game jams, the most important quality. Good luck into your learning journey though! :3

I am really glad you enjoyed the game! And that it is you favorite so far, it is very flattering!

Your emoticons serie was very fun, thank you for the laugh!

The comparison are so nice! :O I am going to check Heaven’s Vault!

And it was important to us that the political and social subtext be, at least, a little subtle, so glad you liked it that way.

P.S.: as a big Kenshi fan, I was really intrigued and curious about your game! The synopsis really caught me but, unfortunately, my computer is running on linux so I can’t play it… :/ I will try to play it on some friends’ computer.

Tant mieux si ça va, mais courage quand même! Ton jeu est vraiment cool, continue de créer pour t’évader!

Effectivement, pour le coup je ne connaissais pas! J’irai checker à l’occasion! ;)

Thank you so much for your kind comments and your interest in our game! it makes us so happy! :3

Glad you liked the Mass Effect references, there are indeed two fans in the team! :P

Regarding the ending in which you join the protestors, we clearly understand your feeling! Actually, we started the development of a game sequence in which the player would have to return on each islet to destroy the data collector but we ran out of time to test and polish it, so we didn’t keep it (for now!).

P.S.: for the French Pan Studio, you’re so nice! :3 Maybe you’re French to?

P.P.S.: I am trully sorry but my computer is running on linux, so I can’t play your game… :/ The visuals look very nice though!

(1 edit)

Another godot user! :P
Good game, I liked it! I obtained ending 1 and 3. And I guess I know how to obtain the second one... but no spoilers!
I think it is an interesting take on the theme but I won't elaborate here to prevent spoilers!

It is really ambitious to male a "3D-like" solo, and you managed it pretty well, no game breaking bugs or whatever! So be proud! However I have to some gameplay concerns :

  • I think that the following "things" in the sea don't stop following you properly. One followed me to an island, with its eerie music and remained there. It was... well eerie!
  • When in boat and going south, due to the placement on the ship and the 3D aspect, it was really difficult to see obstacles. 
  • Because the animation of the sword are only sideways, it was really difficult to see were it was landing when facing north/south.
  • It would be nice to have some visual indications, in addition to the willpower bar, of the player taking hits.

Anyway, nice work! Keep creating!


 

Very well written! I have to say I have a real fascination for the abyss, so you got me there.

I liked how you personified the fish, linked scientific knowledge to your story telling while including some philosophical discussions on life, death and happiness, which caught me off guard!

Very cool take on the theme! Good work!

Very beautiful game, in terms of both graphics and writing. I also think it is a very interesting and original take on the theme, as it is clearly nautical but the main topic is... something else (I don't want to spoil, but I really like the twist at the end).

I really enjoyed the filter on the image and, as the computer science guy of my team, I am interested in how you did it? As it is dynamic, I guess it is programmed. Is it some built-in shader in unity ?

My only tiny concern is in the clicking mini-game, I think the time range is really short. I ended up mashing my click button until it worked haha.

Anyway, very good work!

P.S. : and thank you again for the very nice comments and feedback on our game! :3

Thank you very much for your feedback! 
Glad you like the beginning and that the atmosphere we wanted to give to the game came through clearly. It's nice to ear that you find our take on the theme interesting too.
However, I am very sorry that you struggled with the navigation... :/ Belillart already asked you more details, I want to join her and say that we are very interested in your feedback; if you have time. :)
Thanks again!

Maybe that's a bit of a stretch regarding the theme but in french we say "navigateur internet" so I guess it's fine! Anyway, the game is still very good! It perfectly entails the whole thing of working on a computer and always being tempted by procrastination. Maybe I didn't get all the private jokes, as I didn't go through all your content, but I had a lot of fun regardless!

I am not sure if there is an ending or not? Just to know if I missed something?

En tout cas, ne sois pas si dure avec toi-même et ne te laisse pas abattre par les injonctions productivistes de notre monde, c'est du très bon travail! :)

Well, I already posted on the game page but hell, your game is so tight! I really enjoyed it!

Very nice game! Very tight, real simple and yet effective and catchy.

What I like the most are the graphics: they are really gorgeous, especially the gradient when reaching deeper and deeper.


I really the "pow pow pow pow" when you identify an object! XD
I also like some pre-discover denomination : "metal spaghettis"...

That was fun, well done!

I think I found a bug: I died after having collected everything (because the fox was stuck and thus prevented me to come back to the spawning point). When I rreappeared, I was able to build the incubator... And when I died after winning I was still able to build the incubator. Not sure if it was intended, it feels like the "ability to build the incubator" does not reset on death.

Wow, I wasn't ready for some WarioWarish minigames! XD

The graphics and sounds are really well put together! It feels really polished!

Very nice game, especially for your first GWJ!

(1 edit)

What an ambitious first game! O.O
I am amazed that you manage to do that well in such a tiny amount of time... Well done! As some people already mentioned, reliable pattern recognition, with projection of 3D lines in 2D, is not the easiest thing to code.

However, like the others, I struggled with the controls and felt that the tutorial could be enhanced. I also noticed that the music is not looping.

I didn't reach the end and kept destroying meteors forever... Is there one at some point?

Anyway, nice job! :)