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Fitting In's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5 | 4.100 | 4.100 |
Overall | #11 | 3.300 | 3.300 |
Presentation | #14 | 3.100 | 3.100 |
Enjoyment | #16 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was the majority of the art made by your team during the jam period?
Yes
Was the majority of the music made by your team during the jam period?
No, music was made by Vexento(although it doesn't actually play right now bc i didnt feel it fit right lol)
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Comments
Very thematically consistent with the rest of your games (lol) and with an iconic visual style too. NPC behavior is really diverse here and the telegraphing of whether you are following trends or not is both gameplay-useful and fits the narrative. Though some things lack explanation, arguably they improve the theming of the story, such as not knowing whether you have truly fitted in or not yet. The overall loop is clear; you have to check the trend, go to the right place, and select the right outfit, and you have to execute it under implicit time pressure, which keeps the player on their toes, and they get rewarded with green particles. However, I am curious as to why this was made to be walking back and forth as opposed to just pulling up a menu immediately - not sure what the game design choices are there. It could probably get tedious or repetitive as levels get harder - I am not sure what progression would look like besides faster trends and more trends, but your physical speed wouldn't pick up - so I think if there are physical storefronts, secondary mechanics that make use of them somehow would be interesting to explore. I'm also just saying this as a motion sickness prone player. Perhaps even using NPCs as hints, such as entering a certain physical store more than others (maybe this was implemented, I can't tell) and rewarding player observation that way would be cool. Overall really interesting concept, definitely has a lot of technical details.
Really cool game! I love the concept and the customability settings (ROBLOX & Godot T-Shirts FTW). Plus being able to change the colors of clothes and such, so fun!!! The villager noises were so funny, I love this kind of ROBLOX-Minecraft design blend choice. I would say the trends are very confusing, as even if you have red negatives at the beginning and change it quickly to all green, it seems I didn't get red again, only green, but still lost? Also, there's no way to see if there's one or multiple trends during your run or to know. I think every person only gave their opinion once, which is why the green faded with time and no new red/green reappeared after walking around. I think the difficulty definitely needs to be adjusted and more indicators about how many trends there are in the round or just some indicator that they changed, because even looking around at the other people it doesn't usually look like a huge shift despite the whole theme kind of being fast trends going in-and-out of season. I definitely want to be any to beat a round one day!!!
I adore the concept of this game (help i can only think of dress to impress) not only with its fun use of customizability and a "spot the difference" sort of trope but also with a good helping of societal messaging :0 :0 :0 Good variety of different clothing you can put on, and it's definitely nice you have some color options as well. The main critique I have at the moment is the DIFFICULTY WOW. I can usually pinpoint one trend down in time but getting that second one is a big struggle, and that's only the first level ;-; Having some sort of hint system, changing how many people have the trendy item, getting a significant time boost if you get the correct item.. there's multiple ways to go about it. Otherwise this game is a great technical feat and has great potential for refinement :)
Thank you for the feedback! Regarding the difficulty, I looked at the code again after we played the game in the workshop last week and it turns out I completely wrote the randomness wrong and on average the less popular trend will be at like 20-30%, which is definitely not intended behavior oops! I made an update that I'll be releasing Sunday before the awards ceremony that brings trending clothing spawn rates up to 60-70%, more along what I originally intended so hopefully people can actually progress then!
This game is a really cool concept, but damn is it hard, I've been booed many times ;-;. I really like this game, it's very cool and being in 3D is extra impressive. I feel like there should be some kind of indicator that you are following the trends or at least a timer for how long you have left.
Thanks for the feedback! I have an update I'll be releasing Sunday that fixes the spawn rates of the trending clothing which should hopefully make things easier so people can get to later levels. Also for the timer, I believe there should be a timer display on the left-hand side, but I definitely meant to style it differently and I'm planning on hopefully adding sound effects to indicate how much time is remaining which should also help communicate the time crunch more clearly to the player.
*villager noises*