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Santa's Trainee Elf's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Interactivity | #1 | 4.141 | 4.214 |
Christmas Spirit | #1 | 4.562 | 4.643 |
Puzzles | #3 | 3.790 | 3.857 |
Graphics | #5 | 4.141 | 4.214 |
Beginners Tutorial (Optional) | #8 | 3.158 | 3.214 |
Overall Enjoyment (not an average) | #8 | 3.509 | 3.571 |
Fun | #10 | 3.229 | 3.286 |
Story | #10 | 3.299 | 3.357 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Development Time
5 weeks
Native Language
English
Opinion of Adventuron
I love it and I hate it at the same time.
Parent / Child Team?
No
Prior Coding Experience
Various languages on and off over numerous years.
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Comments
I have to admit I didn’t finish the game (if fact I just dropped it at the beginning).
First I looked at the list and found it very long. Then I found out that I should ask Neldor about each child and gather multiple ingredients for each of their gifts. Then I found out that I should ask about each ingredient, then ask for them. Then I found the book in the classroom. When I saw all these chores I had to do, I just wanted to stop, but I told myself that I would at least try to make a gift. But then I hit the inventory limit (that seems to serve no purpose other than bother the player), and at this point I just gave up. (I mean, an inventory limit when you have to pick up so many things in the game?)
And I don’t even mention that you have to memorise the elves’ name and location, and find your way in a sprawling map with similar locations (the corridors).
I think the game would have been better without the inventory limit, with indications in the descriptions saying where the directions lead, and with a smaller font size (there are so many lists, and they never fit on the screen so you have to scroll all the time).
Also, instead of overwhelming the player with so many tasks right at the beginning, maybe the player should just be given only one, that would act as a tutorial: making a single gift to familiarise himself with the different shops and people. After that, he could be given the rest of the objectives.
That’s a shame, because a lot of work seems to have been put into the game, the graphics are nice and you are pushing what Adventuron can do.
Or maybe I just wasn’t the target audience (and being tight on time didn’t help me, of course.)
Thanks for the feedback. My gut feeling is that it would probably take about two hours to play the game. I think you could divide it into two phases - an information gathering phase and a puzzle-solving phase. If you dropped out early, then you missed all the neat puzzles in the puzzle-solving phase. This game is a lot richer than what you'd be used to in old-school adventures that only present what you need to solve puzzles and nothing else. The game is all about exploration and discovery. Once you know what you have to do and what materials you need, everything else falls into place.
The list: There is only one list. It lists the ten chores you have to do and serves as a memory jogger so that you can see what you have to do and what you've completed. It's colour-coded and updated dynamically. Each chore has three states as described when you examine the list.
The text book: The text book has a long list of topics. This is for realism, as Santa's workshop makes more toys than just the ones you have to make. You can read all the topics, but you don't need to unless you want to. Its better just to concentrate on the chores that Santa gave you. Of course, if you haven't worked that out yet...
Inventory: Eldrid is a young elf, not a Mack truck, so a ten-item limit is quite generous and you can increase that by taking advantage of the containers, although that's not really necessary. There are over 20 items in supplies alone. You probably fell into the old trap of picking up everything in existence, including objects that you don't need. Call them red herrings, if you like. This was by design. If you flounder about, you will certainly waste time and energy. Inventory management is an essential skill in any adventurer's arsenal. Bottom line? Ignore the items you don't need.
Supplies: There are four supply stores and each can provide you with around five or six materials. You can ask about the materials, but you don't need to if you don't want to. This is just for colour and backs up what you can read about in the text book. You only need to ask for what you need. It sounds like you made the mistake of asking for everything, whether you needed it or not. For each store, just ask for what you need, then GET ALL. You can do this in as few as two moves per store. For example, ASK FOR LINEN AND COTTON AND FABRIC. GET ALL.
Elves' name and location: You don't have to memorise the elves' names, as the ones you need are on the list. You also don't need to memorise the locations, as you don't know where those locations are until you've found them and once you've found them, you've found the elves. Simple.
Similar locations: The hallways are necessary to provide access to other rooms. There's not that many (two upstairs and four downstairs), they all look different and have different descriptions and different exits. Draw a map! (The layout is actually very logical and straight forward. Living quarters upstairs, workshop facilities downstairs, outdoor locations surround the workshop.)
Directions in descriptions: If this was an Inform game, I would provide directions in the descriptions, but this isn't an Inform game. Obvious exits are listed separately. If each direction tells you where it goes, then this reduces the sense of discovery when you discover a new room. For example, if the description says, 'There's a kitchen to the east', then it just bloats the description and you don't feel like you've discovered anything when you first enter the kitchen.
Font size: That is useful feedback. It sounds like you may have played it in full-screen mode. Adventuron has really weird scaling and the font is really large at full screen. If you play it in a window and resize the window to a comfortable size, the font gets smaller and you don't have to do as much scrolling. It's really hard to know what font size to use so that it works in all situations, including mobile. If I make it too small, it gets hard to read in small window sizes and on mobile.
One chore to start with: Hmm, that's an interesting idea, but it would require a major redesign. The aim of the game is to complete the ten chores on the list. By presenting you with ten chores up front, you can do multiple things in any order. Giving you one chore at the start or one chore at a time would make it too linear.
Sorry for the long rant, but come back and give it another play after the jam is over. There are numerous ways to play the game, for example:
Realistically, you will need some combination of the above.
For anyone else reading this, I was recently writing up a solution and found that a good approach was to firstly work out what you have to do. (That goes without saying.) Collect all the materials you need from supplies and drop them in the assembly area. From this point on, there's nothing but puzzle solving. Collect the remaining materials you need from indoors and drop them in the assembly area. Collect the remaining materials you need from outdoors and drop them in the assembly area. Make all the toys and put them on the sleigh. Do the two elves' chores along the way.
Once again, thanks for the feedback. It's much appreciated.
Sorry, but I find you didn’t really explains anything. I understood how the list works. I understood that having a limited inventory is for “realism”. But if it was really realistic, then the inventory limit would be 2, because an elf has only 2 hands; so realism is not an excuse since 10 is already unrealistic anyway. And going down this hole, there shouldn’t be any elves: that’s so unrealistic!
Yes, I’m exaggating a bit, but the point still stands: I prefer having an “unrealistic” game than a tedious one. If the inventory limit doesn’t enhance the gameplay, the message, the feeling, or the game in general, it’s not necessary, especially when it renders the game tedious.
You repeat that once you know what to do, it’s OK, once you know what item you need, ignore the ones you don’t. But you still have to gather that knowledge, and it’s tedious. How was I supposed to know at the beginning that I don’t need to take the items I encounter?
But the games suggests that you can ask or consult, so it’s natural to suppose you should do it or that’s important. I can’t magically guess that it’s not important.
We could argue that it’s not a mistake, but that bad game design led me to believe it was important to ask, but no, I didn’t ask for everything. Just that having to memorise where I should get the items, and the prospect that I’ll have to ask all these ingredients eventually makes me not wanting to play.
OK, but I still need to memorise where they are so that I know which direction to take when I want to go there. And even if you don’t need to memorise the names strictly speaking, it still adds a cognitive load; that, plus the list of tasks and ingredients and childs, and so on. Everything may be logical, there’s still a lot of information to pick up in a short time.
I could, and usually it doesn’t bother me, but you still have too look at it each time you want to move.
I tried, but since everything scales with the window (font size and image size), it didn’t change anything.
Well, my answer is getting a bit long. To summarise, your arguments boil down to “the game is easy/OK once you know how to play it”. That’s the problem. I didn’t know and I can’t know it if everything in the game just looks like a tedious chore. At this point it’s just poor game design. (No offence, but that’s my opinion.) And that’s a shame because I can see a lot of work has gone into the game.
I guess there’s an audience for this kind of game, but visibly I’m not part of it! And judging by your “Fun” placement, I might not be the only one. (All of this is still relative of course, you still got over 3/5.)
If you know that you have an audience that thinks like you and likes this kind of games, then great, continue and don’t care about all I just said!
But don’t dismiss your players’ feedback by just saying that they are wrong and the game is easy once you know it; the game nevers shows you that’s it’s easy. (If that’s wasn’t the intention of you answer, sorry but that’s how it sounded to me.)
Anyway, I don’t mean to sound harsh, so I’ll just stop. I sure hope to revisit the game once I get some time.
First of all, I thought the length of the game was perfect, and I really liked the list of tasks and the system of building the presents once I understood what to do.
Most puzzles were a really good level of difficulty - not too easy or too difficult. There were only two puzzles where I needed hints, and it looks like they were the same ones that everyone else struggled with - finding the light source and reaching the gingerbread. The first was easy once I checked the in-game hints, but the second had me utterly flummoxed. I was going around all over the place trying in vain to move chairs and tables and ladders to find something to stand on. I had already built the toy you're supposed to use and had put it on the sleigh, and it would never have occurred to me that I would need to use it again (and temporarily minus my points for taking it off the sleigh!). Because of the nature of the list, I assumed it was 'job done' once presents were on the sleigh.
(I was even trying to build non-requested items from the book in the vain hope that they would help me reach the gingerbread - the stern message about not wasting time was pretty frustrating there!)
Because the items you can interact with are quite fluid (some conspicuous, some not) I found a lot of instances where you can't interact in some ways with inconspicuous items (e.g. if you try to 'get on' the counter in Fabric Supplies, the game says 'you can't see a counter' or similar).
The only serious error I noticed was that if you try to examine the toys in Toy Storage, it says 'you can't see a dump here!'
Overall, I thought the toy-building mechanic was a real strength and was really fun.
Thanks Dee. It looks like that gingerbread puzzle was too hard. There were a few subtle hints, but they were clearly too subtle. I don't want to change the puzzle mechanic, but I'll see if I can think of a better hint when using the hint system. I'll check those inconspicuous items, too. I must have missed a couple.
Regarding the toys in the storeroom, that's yet another example of my never-ending quest to eliminate scoping issues in Adventuron. I had a response for examining the toys in the storeroom, but Adventuron was ignoring it. I also had 'toys' defined as a synonym for 'dump' because the latter referred to 'reject toys'. For some obscure reason that I still don't understand, Adventuron decided that 'toys' referred to the dump, even though it was out of scope. Anyway, I've fixed the problem and done a quick update to version 0.0.8. Thanks again for finding this.
I know it's probably nit-picky, but the references to Covid19 will probably date the game, and moreover, take the player outside of the fantasy of the game's setting.
That's okay. Covid-19 is an important event in world history. It should not be ignored and it should not be forgotten. I would hope that future generations will learn from the lessons of this pandemic. Apart from which, it explains why Santa's workshop is short of supplies.
Your graphics were wonderfully balanced, with just enough detail to really encourage suspension of disbelief. It's easy to focus too much on the main subject of an image, and leave backgrounds too vague and empty, but you avoided that trap very well.
I also liked that most of the right materials for each toy could be collected from the various storerooms. But there's a fine line between a low-level puzzle that draws the player in, and annoying busywork that pushes them away, and it's a line that moves depending on the player. For me, having to ask Neldor about each child individually was a step too far, while looking up the requirements for each toy didn't feel as tedious since I could focus on one or two toys at a time. It may be that the magic list backfired a bit there, since it really highlights the repetitive nature of asking about each child.
Other than that niggle, the puzzles were well thought-out, and I mostly found the solutions without too much hair-pulling. The game was very enjoyable overall, and absorbed me quite thoroughly while I was playing it.
Thanks for the feedback. You're the first one to comment on the repetitive nature of the information gathering exercise at the beginning. That was something I was a bit concerned about.
This is still a beta version. I've extended the number of verbs and responses and I'm trying to track down a number of Adventuron issues that are causing me some grief. I've added a hint system and a list of amusing things to try at the end and I still intend to tweak the graphics.
Damn dude, those graphics and font choice are awesome, Loving the colours and details.
Thanks. The graphics aren't finished yet. I need to add some details and tidy up the stray pixels.
This jolly, festive task-based game is providing a good excuse to escape from the kitchen for a couple of hours on Christmas afternoon. With the usual Francis polish and somewhat didactic style (I now feel better educated about the origins of Reindeer names), it is a characteristically smooth and pleasant playing experience. It's interesting that this was originally written in Inform 6 and then ported to Adventuron - perhaps it was an unfinished project from some time before or perhaps done de novo for this Jam with the porting between languages done purely as an exercise (in programming and, no doubt, in frustration). Whatever the case, there are some recognisably Inform-y bits in it (for instance the GIVE '(to [subject])' response, and the build information at the beginning), that give it an interesting flavour for those familiar with Inform games.
The writing is effectively straightforward and I'm glad that you've managed to reference current events in your premise while managing to keep it light hearted, when it would have been easier to ignore them altogether. The cute cartoonish characters are endearing, and the graphics (which I know you say aren't your forte) are, as usual, very good and entirely fitting, with the eye-popping wallpaper colour combination in the upstairs hallway worthy of a special mention (it wouldn't look out of place in my own house, in fact). The structure of separate tasks (each a little fetch quest with a final assembly step) along with the scoring, make progress feel very satisfying (although I haven't finished them all - see hint request below). Being a pretty competent handy-man in real life, I was at first expecting to have to carry out each individual construction step once the components were gathered together and was anticipating some verb-wrestling to plane the wooden block into a gun stock, etc. The simple 'make' command is much easier and there is something magical about the assembly occurring and the item appearing before your very eyes. If only woodwork was as easy in real life.
Difficulty-wise, the puzzles are quite merciful although, inevitably (being only a third-class sort of puzzle-solver) I am stuck (at 70/100) and there are no hints available (HINT produces 'TBD', so I guess you were intending to add them but ran out of time). So here is where I ask for hints:
- where do I find a light source to get into the coal mine?
- I'm guessing that I need to deflate the balloon to make a skin for a drum, but how? DEFLATE doesn't work, neither does BURST, POP, or PRICK (with needle)? Or am I on the wrong track?
- How do I reach / look at / access the top shelf in the panty to get the gingerbread? Nothing I've tried seems to work, including an attempt to CLIMB SHELVES.
Any help here would be appreciated as I would like to finish the game.
There are a few bugs I spotted. Below is the usual report:
Unimplemented GET response for items mentioned in description in workshop (nails, screws, screwdriver etc) = 'You look around but you can't see any [X] anywhere', same for mail / letters in the mailroom;
In dining room: ‘on the dining tables is a wine bottle’ (table should be singular, unless it is straddling more than one table);
Mrs Claus asks you if you'll get the gingerbread for her, but she doesn't respond if you immediately ‘say yes’ ;
GIVE [object] to someone who doesn't want it == ‘nobody wants it'. Could that be specific to the character, eg 'Mrs Claus doesn't want it'?;
Bathroom: I can use the toilet but I can’t wash my hands…;
Puppet description = “you can put your hand in the sock…” but PUT HAND IN SOCK produces “you look around but you can’t see any hand anywhere”;
You can read the book even if you’re not carrying it (switch ‘is_present’ to 'is_carried');
DIG in inside location (when you are holding the shovel) = “you would need a shovel”;
GIVE (unknown or not carried) to a character = no response;
FILL BOTTLE = you can endlessly repeat the action;
And some other comments:
It would be better if the created object message (eg 'you can see a piggybank') appeared after rather than before the description of its creation;
I'm amused imagining what some of my colleagues would say to only the female elves helping out in the kitchen...
There are some locations with conspicuously brief descriptions (the fabric supplies, the metalwork supplies) and some with no graphic - I expect that is just a result of running out of time;
There are a few locations depicted with doors - but you can't open or close them (doesn't bother me but we've had some debate about implicitly / explicitly opening doors in the past);
…and that is all.
Overall, this is a thoroughly enjoyable and absorbing game that I'm certainly looking forward to completing. Another strong jam entry from yourself!
I would recommend (for the light source) looking in Santa's room.
How did you repair the mould and find a spring?
For the broken mould, Arlayna has something that can help with that.
For the spring, your bunk looks very inviting.
Thanks! I've really enjoyed this game. I think if you added some hints and added the synonyms people have struggled with, it'd be one of my favorite traditional games this year. Lots of fun!
Thanks. I'll do some polishing up as soon as possible, especially those verbs and maybe some more in-game hints. I consider it a beta version while it's 0.0.x.
Thanks for the detailed review. I didn't start the game until the jam started and used Inform 6 to prototype it, as that's my adventure language of choice. I find it quicker to work that way. I might release a downloadable Glulx version later. No promises, though.
As you rightly deduced, I ran out of time and had to rush it at the end. Adventuron was undergoing changes while I was working on it and I got stung by some changes along the way. I'll certainly fix all those issues you raised as soon as possible.
Regarding the light source and the gingerbread, see Comments on 'Santa's Trainee Elf' in the community forum. Regarding the balloon, you're on the right track. I meant to add those verbs, but forgot. In the meantime, you can use BREAK.
I really like the font on this now that I see it on full screen. And the Easter eggs! ^_^ Good job on the game, and I can see all the work put into it!