Presentation and writing were both way beyond the call of duty for a jam. Gameplay didn't quite click (much like my finger after playing this game for an extended period of time), wildly spamming weapon swaps seemed like the path of least resistance, but just seeing how the different stories wove into eachother kept me playing and trying to main different weapons. Very memorable, great design, my trigger finger is in a constant state of agony, enjoyed my stay, A+
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On a Hill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #47 | 4.000 | 4.000 |
Originality | #94 | 3.786 | 3.786 |
Presentation (graphics, audio) | #109 | 3.857 | 3.857 |
Fun | #135 | 3.357 | 3.357 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
On a Hill was a collaborative design that originated from a narrative centering around lost memories. We wanted to focus on the theme of memories and how that can pertain to the definition of mode. Mode to us refers to shifts in style, shifts in time periods, and shifts in times of day; more importantly, though, mode refers to never suggesting there is a “correct” mode to play by.
With this in mind, we connected each lost memory to a specific game mode and playstyle. Each mode has distinct advantages and disadvantages that heighten the gameplay structure while also enhancing the storytelling. We can see how the confident Lieutenant mode has a more aggressive playstyle while the Major mode is more defensive and why they behave that way in the narrative. We also gave the player free roam to decide how they wanted to play the game and encounter the story. Mode enables preference and flexibility, giving players a nonlinear and replayable experience.
We enjoyed exploring this topic and creating a game that was special to us. We want to thank you all for hosting and interacting with our project.
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