@doomshmuck @woetnie @diego-escalante Turn that sh- up! :sunglasses: @mateusboga @binroot @rosymaple @diego-escalante @melik-cagan-oduncuoglu Thanks to all of you for telling me you like the voice acting! I got a professional microphone not long before this LD, but I felt like the voice acting was a bit dopey. I've basically pinged everyone already, so I won't bother with that anymore.
Thank you all for your feedback! It's very fun to see people react to the game, and I've got quite good feedback this time around! There are definitely some great suggestions here - benign messages, slowing the game down more, waiting to make the prompt spawning really logarithmic until reputation drops below a certain number, and the volume, and there are definitely things I would've done differently if this game had had a longer development time. There is a certain conflict between thematics and fun gameplay and I can see that more clearly with your feedback.
The idea is that suppression *inevitably* fails and as it says in the ending: "it doesn't make much difference". Initially, the messages started increasing in frequency even faster, making the difference between a good and a bad performance even smaller. I didn't want to make a long LD game, so I was happy with the <2 min gameplay, and made sure to put tiny, nicely formatted fractions of a second, on the screen. I'd probably ramp up the acceleration after a certain reputation threshold, but if they all came at the exact same speed before that, it'd be boring. Maybe randomising the time a little before the threshold is reached would work. Or I could tie the rate more directly to the reputation number. **The end time is not scripted, but since the increase in frequency between each prompt spawn is exponential, the differences are pretty minor.**
@zettelkasten is right that it has a lot more potential for story, and this is something I said before any feedback even came in. **Unfortunately, by the time adding more prompts was an easy job, there was very little time left.** Maybe if I'd gone another day, but I felt terrible staying up that late as it was. I wanted to make a compo game anyway.
The volume is loud. **That's a part of the game. It's supposed to be uncomfortable and overwhelming when your tyrannic regime is confronted by the truth.** Great example of the conflict between thematics and gameplay. I would not do this in most games.
As for benign messages and slowing the game down enough where you can read the prompts: **I did consider adding benign messages for you to sort through, and it would add more depth to the gameplay, but I didn't want to expand the scope this way.** The way I work, if I add benign messages, I need to add different consequences for censoring/not censoring them, where censoring them would harm your reputation, but not censoring would help it. This would require much more balancing and testing and I did not want to overscope. I also had trouble coming up with the messages, so spreading my imagination thinner wouldn't have helped the game. **I also didn't want the feeling of blindly following orders and not being able to hear the other side out to be diluted.** My LD 44 game, [S:C:U:M: - The AutoVore Division](https://ldjam.com/events/ludum-dare/44/scum-the-autovore-division) has the regime pawn face personal consequences for failing, and the same would happen to the player in this game if it were not just a simulation. That way, the censorship affects the grunt workers of the regime as well. **Yes, there is lore. I will eventually release something that will blow your minds.**
Thanks again! I'm glad you like the voice acting, graphics, and general theme!