mactinite 2021-10-05 01:09
The character art looks really good. Couldn't really understand the story though. liked the quick mini games though!
Foon → Ludum Dare Explorer → LD49 → Split
By zeit
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1491 | 2.56 | 32 | |
| Fun | 1514 | 2.11 | 32 | |
| Innovation | 1496 | 2.23 | 30 | |
| Theme | 1193 | 3.01 | 32 | |
| Graphics | 188 | 4.29 | 33 | |
| Audio | 908 | 2.75 | 30 | |
| Humor | 1193 | 2.00 | 27 | |
| Mood | 1237 | 2.87 | 30 |
The character art looks really good. Couldn't really understand the story though. liked the quick mini games though!
Nice concept. Obviously, the art is awesome. It could be very interesting if you expand on this.
The art was AMAZING! Wow! It was soo visually stunning! The gameplay was a bit lacking but the art really saved the game for me :)
Incredible art, but i dont know what it has to do with the gameplay
Amazing character art! I also like the challenges
I really like the character art, but I think the game suffers due to that exact same reason. I can definitely see where you spend your time, and in that regard, you did an amazing job. However, the rest of the game just doesn't seem very playable. Anyways, if you worked on that, I think you could have a very nice, good looking game :)
你们真棒!Fantastic Art Work!!
Awesome character sprites!
Agreed on the character art. Well done. Playing through it a few times helped clarify the game's story though.
Simple game, but interesting concept. Good job making the game!
美术太强了,给大佬跪了
The art is really nice! I like the mini maze in level 2, that's interesting!
Nice artwork! I like the grid-based topdown dungeon with changing wall blocks! Only thing I want is more levels!
The game could benefit from additional backstory such as why the character got stuck in her unstable mind and why she should go back to the reality. Aside from story, i didn't get any gameplay from the left door (although the description said i'll play in an unstable platform) and instantly presented an option to kill or huge (huge?) and on the unstable room minigame, the shard inside the drawer is a bit hard to click.
Aside from all the deficiencies, great work on the art and game concept! the art is really beautiful :D
Interesting game. Not too sure about how the story works. I chose to "HUGE" all of the people I spoke to and got a bad ending. The art look very nice, I think the best level was the dungeon maze!
the art of this game is great,and the characters of this game are beautiful!
The pixel art style of the second level is not very fit with the whole art style.
All in all, it is a good game,keep going!
美术很好!妹子很美!但是第二关的像素画风和整体感觉有些不搭!但总体上是个很好的游戏!加油!
It was definitely interesting. Weird and original. Really good drawings. Like other said, maybe a little more story could improve the playing experience
The arts really polished, the game itself was strange... 10/10
Although seriously one bit of feedback is that the maze felt like it just came down to my luck. Other than that, I really liked it
Excellent art, but unfortunately the gameplay is very mediocre. I believe that if you give you more time, you will create even more shocking works! 美术tql!我相信要是你们拥有更多的时间和精力,可以完成一个游戏性更强的游戏。期待你们后续的作品~
Came for the anime girls, was not disappointed, got the true ending. There were some translation mistakes (I assume) which was rather unfortunate, good luck on future projects! 相信有更多时间,你们可以再调整和完美化这游戏,加油!!!动漫少年超可爱~
銭大統領は最高です!
Typing as I'm playing:
1- just general feedback on this page, not the actual game, but I think you have maybe a little bit too much here. I think most just want to click and play asap, and here we really need to search for the link.
2- and the itch.io asthetics, the gameplay window is too big. It barely fits on my laptop screen, and would be cut off with a lower resolution. I suggest finding a custom auto-resizing html template so it'll auto-correct of different resolutions.
3- "kill" and "huge"? I guess that was meant to be "hug"?
4- clicked "huge" and saw a stopwatch, I have no idea what happened.
5- went in the second door, moved a couple times, got stuck, saw the stopwatch. Still no idea what happened.
6- Went in the third room. Clicked two pink objects (the lower one didn't change the cursor so I wasn't even sure it was clickable. Could not click the third pink object in the drawer
7- As I was typing the last note, I heard the stopwatch again. I still have no idea what that means or what causes it to happen. Now I'm seeing a character in a straight jacket. I see no way out of this, so I just closed the tab.
Final notes: Some of the art is exceptionally well done, especially for a jam game, but I don't think much else had as much love. I can't make sense of the narrative, the gameplay, or the mechanics.
@shaolin-dave Hello Dave.
Thank you so much for leaving so many valuable comments! I will briefly answer your question.
1. This is my first time to join LD game jam. I also want to put link at top but it looks like link can only be placed at the bottom. I will pay attention to it next time I participate.
2. I fix resolution in itch.io page.
3. So embarrassing. That was a typo, It has been fixed.
4. We originally wanted the story to happen while the protagonist was sleeping. Each level represents the time elapsed by the protagonist in reality. At the end, the protagonist wakes up and ending.
5. Our algorithm does not guarantee that the protagonist will not be stuck by the wall, so if the surroundings are surrounded by the wall, the level will fail.
6. It may be useful to click several times because time is limited and we can't optimize this, Sorry about that.
7. Protagonist wake up and demo is end.
I think the second personality didn't show up to me. The first one repeated twice.
原画立绘很棒,小姐姐真好看~ 关于多重人格的设定也很吸引人。
以下是一些建议: - 关于美术:游戏整体视觉呈现(而不是素材本身)应该被更多的设计和打磨。关卡之间的用色、风格和UI都不太一致,看上去有点杂乱。 - 关于背景色:建议避免使用纯黑的背景,特别人物本身是有受光的。可以给背景加点暗示光照的渐变色,以及选用偏点其它颜色的黑色,会显得自然一点。现在看着有点像没渲染好。 - 关于字体:选择的字体看着分辨率也有点低,和其它各种原因一起,这一切都让本来还不错的立绘实际游戏内表现有点粗糙。 - 关于叙事:如果不是阅读说明,只从立绘上也很难感知到角色是同一个人的不同人格,感觉应该加一些相似的特征来隐喻他们是同一个角色。当然确实也还需要更多的叙事内容呈现,就现在来看内容有点少,即使是补点对话都会好很多。 - 关于两个小游戏: -第一个:方块的变化似乎是完全随机的,至少我没感受出有什么规律。对玩家来说,有一定的掌控感是很有必要的。要不然就挺像在赌运气 -第二个:也并不是特别有趣,关于碎片的设定挺突然的 -感觉对于一个叙事表达为主体的类视觉小说的游戏,不如把更多精力放在叙事演出上,这些零散的玩法对游戏并不是加分项,特别是当这些小玩法对呈现叙事没有特别大的意义的时候(例如,通关还是不通关为什么会影响结局,诸如此类的问题都没有被合理解释)
总之,还是恭喜完成第一个LD作品~
The original painting is great, the girl really looks really good ~ The setting about the multiple personalities is also very attractive.
Here are some suggestions. - About the graphics: the overall visual presentation of the game (rather than the material itself) should be designed and polished more. The color, style and UI between levels are not very consistent and look a bit cluttered. - About the background color: it is recommended to avoid using pure black background, especially the characters themselves are subject to light. You can add some gradient color to the background to suggest light, as well as you can choose some not-so-dark black and it will look a little more natural. It looks a little like not rendered successfully now. - About the font: the resolution of the font seem to be a bit low. All of these issues make the actual in-game experience do not present the quality of the original painting very well. - About the narrative: if not read the description, it is difficult to perceive the character is the same person with different personalities. Only from the drawing, it feels like some similar characteristics should be added to hint that they are the same character. Of course, there is a need for more narrative content, too, even if just some dialogs. - About the two mini-games. -The first one: the change of squares seems to be completely random, at least I didn't feel any pattern. It is necessary for the player to have some sense of control. Otherwise, it's quite like gambling on luck -Second: It's not particularly interesting, the setting of the pieces is quite abrupt -It feels that for a visual-novel-like game, it is better to focus more on the narrative acts. These fragmented gameplay is not a plus for the game, especially when these small play is not particularly meaningful to narrative (For example, how pass or not pass affects the ending, things like these have not been reasonably explained)
Anyway, congratulations on completing the first LD work ~ Nice job
Cool characters. But the game itself feels very straightforward. Why did you choose to design the doors that way (like some pagan fairy tale, I wonder?). It's unstable, absolutely). An interesting experience!
Great art and interesting idea, I like the maze puzzle though I think I encountered bugs in the others, I was totally unable to play the platformer and I wasn't able to click on anything after I found the first heart piece in the unstable room. Otherwise, cool stuff!
Too an ambitious project gone wrong... this is the vibe I got. Even if your team was large... unless it was a case of "too many cooks"?
I don't think the art redeems the game. A game is a complete package and even if one part is stunning it doesn't work if the whole is starkly lacking and unbalanced.
In fact, the graphics are not that good. Too much incoherence (between the characters, the levels...). The character design is amazing, and it's a shame because no matter how good it is, it's forgettable. Because there is no context, no story, no tension backing it. There's so much work in it, so many hints of personality and content, but the way they are in the game doesn't do them justice.
The gameplay... strikingly irregular. The level 2 is difficult and luck plays a great part in it, compared to the super easy level 3 once you figured out the drawer... and there's a hitbox problem since you have to click next the shard to collect it.
Maybe you would have complete game later? From now it's not...
This is a good effort for LD, and with a massive team I'd imagine organization certainly played a factor in development. All in all, there's one thing this game does great, and it's the abstract feeling. I like the idea where each door has a silent environment around it and you open each door to a completely different game style. I think there's some general things that need a lot of polishing if you were to put out a patch, as there's good ideas here that are buried under some problems.
ROOM SEARCH:
The worst of these games is easily the search for shards-- a severe bug and feedback problems make it hard to play. the mouse cursor seems to be slightly off center and makes things harder to click on, while the objects themselves give no feedback. You should have any containers, drawers, etc. highlight when you hover over them with the mouse; that way, you can actually tell what you're supposed to open. I would also try to add some moving objects to the foreground, as I like the unstable room idea but it's a static image that ends up getting stale after a few seconds. A few moving objects e.g. a floating lamp or clock would make the scene more interesting to look at.
DUNGEON BLOCKS:
A good idea, but I felt like it was very hard to tell which areas would end up being blocked off. I would maybe swap every two moves with a sound effect instead. The other way I would expand on this game would be to add some kind of object you have to collect before reaching the end, with a much more relaxed move limit.
Another important thing: the pattern should not feel random-- it should be a maze. You should be rewarded for paying attention between movements to try to discern a path.
This is a visual thing, but when doing pixel art in Unity I highly recommend selecting the textures and setting the filtering to Point instead of Bilinear. This gets rid of the blurring on small textures and makes pixel art appear as crisp as it should look. I'd also add some kind of sound effect to the movement.
THIRD:
...not sure what this game was supposed to be. I'm going to guess it was cut for time, which is unfortunate but understandable.
OVERALL:
Finally, I'm going to have to really get critical about this: the narrative really didn't work for me. Again, this criticism comes with the understanding that you worked under severe time crunch and only had so much time to do everything, but for criticism's sake I'd still like to give some suggestions.
My main issue is that the games themselves didn't feel like they had anything to do with the subject topic. I feel like I played minigames then got a screen where I made a choice-- the games had no actual bearing on the story other than a pass/fail check. The characters themselves didn't say anything comprehensible, so until reading the description of the game I had absolutely no clue what was happening.
As others have said, I don't know what the clock was supposed to represent. The same goes for the dungeon, and the shards, and the personalities. These elements really don't mesh together because I don't see a single connection between them.
I think the game needs some more consistent symbols and goals between the experience to give the world some sort of cohesion. Otherwise, it feels disjointed and none of the games belong together.
---
I don't want to make this comment entirely negative as there were some neat things here. Conceptually I do like the game, and the art and music were actually quite good. I'd probably give the game another look if you put together a postjam patch with fixes and a more polished narrative.
To sum up my feelings on this, I like the intent and the attempt to make something cryptic, but I didn't understand the final result at all. There is still potential for more here, and I'd definitely give a revised version a look. Even if things didn't really turn out as you hoped, I'm interested to see what your team does next.