Holy crap, we never expected this level of feedback! Thank you guys so much, getting so many positive comments about our game has been quite overwhelming tbh!
@kaisean-games Tell your wife "thank you" and to keep us in mind for future forced gaming experiences :D
@popdaddygames thank you :) that might have been the nicest comment we ever got on any of our LD games. Really great to see someone appreciate your work like that!
@jjjjason thanks! getting a positive feedback about our mechanics from you, after playing your game, really means a lot! It's also nice to see someone pick up on that "detective/spy? oh wait, he's a stunt man!" thing we did.
@icxon @nopogo thank you very much for playing our game! It's always very interesting (and valueable) to actually see someone else play your game and getting their opinions and reactions while they're playing it for the first time! But we never really know how to find good streamers and how to get them to play our game, so we were really happy to see that you found it :D
@nopogo Thank you for your feedback about the camera movement and controls! Duely noted, something we will keep in mind for next time. We have adjusted the jumping mechanic for our post jam version (which will be out soon!). Also cutscene skipping was implemented! We never imagined that people actually wanted to go through it twice, so thank you very much for doing it :)
@solifuge Thank you for taking the time to write this monster of a comment. So of course we want to take the time to answer accordingly:
- About the disclaimer at the beginning: We just wanted to make a joke about the disclaimer you see at the beginning of every assassins creed game, where it states ".... This work of fiction was designed, developed and produced by a multicultural team of various religious faiths and beliefs."
- "Ludonarrative Dissonance" is always a problem with story heavy games, much more so when you're making it for a LD Jam. The story went through multiple revisions. The original draft was a bit heavy and the amount of cutscenes wouldn't have been doable for our artists in that time. And we didn't want to communicate the missing parts just through text on a black screen. Too much text is a problem we faced in previous projects and the problem we encountered with that is that many people don't have the patience for a LD game that is so text heavy (also just dumping so much exposition on the player without any visuals or gameplay would have felt a bit cheap to us).
- I'm sure many of you can relate to the problem of wanting to do too much in too little time (especially on the first evening of a LD). We had the initial idea to implement more player decisions and multiple story threads/endings, but in the end, none of them would have been as polished (or even finished) as we would have wanted them to be. So we decided to streamline the whole thing and give the remaining story and gameplay all of our attention. We wanted to tell "a fun little story" that uses a few tropes, so the story feels a bit familiar and still seems to be original by having some fun with those tropes. Same goes for the gameplay, the visuals and the animations. We wanted everything to feel finished, familiar, but to still be varied and interesting to experience.
So, your points are valid and some of your ideas for enhancing the gameplay and the story are really nice (we might steal those for future projects :D ), but like I said, we prioritized making a game that feels finished and polished over risking a game that feels kinda unfulfilling by trying to do everything that we wanted to do.
Still, the final product wasn't purrfect to be sure, but thanks to you guys we now know it's still something we can be proud of :D We had a really great time making it and seeing so many people enjoying it makes the whole experience so much more rewarding!