Cloud Atlas in 60 Seconds by The4thCircle 2013-09-12T04:29:00
Borrowed an Android phone, tried this out. This was… well, hilarious, for starters, when I got what was going on I *really* liked the concept, and I was literally laughing out loud most of the time I was trying to play. Unfortunately I found this too difficult to actually play. The problem, basically, is there is not enough time to actually read any of the text. So what the game actually becomes is a repeated trial and error of memorizing a long "touch, touch, touch, don't, touch, don't, don't, touch" string (I met with *some* success using mental RLE). Which is… interesting in that it's sorta unique, but doesn't really exercise an interesting skill, and is *really* too bad because it eclipses what really is a very cool intended premise (make a series of very quick do-or-don't decisions, then replay until you have the correct set of decisions down) and some rather funny text. (If you're just playing the game as "find and remember this long binary sequence", this *requires* you to not so much as look at the text in the later levels, or even read the failure messages between play attempts, because too much of your brain is tasked concentrating on remembering the string and not breaking that concentration).
I think this could be a lot more playable, and its potential more met, if
- It were like, "Cloud Atlas in Two Minutes" or "Cloud Atlas in Three Minutes" and each individual segment were 2x-3x as long. I don't think you lose much by decreasing the difficulty because difficulty stays in by the sheer length of the thing and the one-hit-loss nature.
- Sound, really, would help me ground a *lot* in understanding what's happening and staying focused. Even really simple sound, like a bang or a bell on scene changes or a buzzer on failure.
- If there were more feedback given as to *how long you have left*. In the absence of such the time to act per scene might as well be zero. (The fact there's no feedback *did* induce a kind of cool sense of trapped panic which was extremely compatible with Cloud Atlas's actual plot, but it drowns out other things about the game that are more interesting.)
- …I see why you made this a mobile game, but without ease on the difficulty I think I would have found it easier to play this on a computer.
Good show tho :D
Anyway at some point in the next two years my wife is going to be going through the files on her phone, find "CloudAtlas" and go wtf is this
LD28 — You Only Get One (6)
Dragon Child by fractoluminous 2013-12-25T00:00:00
Oh, I really really loved this. The theme felt personally powerful to me. I loved the writing.
I usually have a lot of trouble with Twine stories but this averted a lot of the issues I tend to have with Twine. I think the best thing about it was that it was simply constantly engaging as a story. A lot of Twine games I lose patience and just start clicking through to "get forward". This one I was enjoying the text enough to want to slow down and focus on it and also the relatively rare choices kind of stressed to me that clicking/choices wasn't really the point. But then when you DID give me a choice it felt like it really made use of what had come before (although I still don't think I know what I should have done to win, or why).
I may try this again later and try to win, I might leave it as is because the "bad ending" felt cathartic by itself.
The One - A Tale of Bliss or Sorrow by ploogle 2013-12-24T23:20:00
Super pretty (I LOVED how the clouds looked), good-feeling (movement felt nice, the music was a good fit). I feel like you didn't give me a lot to do-- it was literally "hold any button until the right balloon shows up". I liked some bits of the framing (the very slow countdown measured in "years") and I feel like with some tweaking it could have felt meaningful even if you didn't find "the one" (like, what if time ran out much quicker, and you realized that your experience lasted 80 years and felt beautiful the whole time but you never did find that one special person). As it was tho the problem was after about forty seconds it was like "ok, now what?". I tried making trying to invent my own little "game"s on top of this one to kill time, I kept trying to bounce my basket up on top of my balloon or swing the basket around in circles, I at some point decided my goal was to try to reach the ground (if one existed) and held down. I found a couple minor ways to glitch your physics engine into making the balloon move quicker than it would otherwise… :D none… of this felt like it was really part of the game tho.
As a queer person, I spent most of the game just going "but why CAN'T I date red balloons?!"
What happens if you run out of time completely btw?
Out by eli 2013-12-24T22:53:00
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
superfrozenkittengetsonlyonesecretbottleforyou by evilindiegames 2013-12-24T22:32:00
The graphics and style and music were very neat.
I think I only found one bottle and the whole thing of just sweeping out the little box for more bottles got kind of tiresome-- esp. because the "white out" thing meant I only could see what I was doing for like 20 seconds out of every 40... (what's the point of dying anyhow if you just respawn at the point you started?)
I think it would be really cool to see a larger game based on this one! I found myself wishing this were an adventure game, or something, I wanted to explore behind the doors and in the buildings and talk to the cats.
#YOGO by tove 2013-12-24T22:01:00
OMG OMG OMG this is brilliant. I love the concept and I love the way you framed it as you "asking me for help" with a game you're playing that I can't see. Gonna be honest, I didn't play, I read through someone else's playthrough*. But I think I got the gist :)
* I'm constantly on the edge of Twitter jail anyway
** I really like that conceivably, in the middle of the game session about a museum heist, the player could be sent to jail
Charon by jerombd 2013-12-24T21:50:00
Neat :O I love the art and how real and spooky-feeling the world it built felt.
I think I got, and I actually liked, the forking-maze "mechanic", the problem I had with it was that you didn't really give us a way to effectively "experience it as gameplay". That is, there was no way from one particular scene to guess what the next two scenes were going to be. Even building a mental map— something I am not sure I would have considered super fun, but would have made more sense— was difficult because so many of the scenes were identical and devoid of non-Latin landmarks. Basically, what your design rewards was just trial and error random search until one found the room they were looking for. TBH I did enjoy, in a sort of anti-art way, stumbling lost and hopeless and at best able to tell— sometimes— "oh, I've been here before". But I didn't feel like I was given a lot to do. This is the one thing I would have maybe tried to improve on.
I could not figure out what if anything the harp did. (Did it break the gate in the one room?)
The post-compo version did not work for me. If I have the graphics filter on everything is just blocks. Also the transition animation is MUCH TOO SLOW for a game which rewards lots of trial and error. (And I actually sort of liked the dead silence and voidy emptiness of the original.)