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Lucid Lands's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Learning Curve/Clarity of Rules | #2 | 4.000 | 4.000 |
Art (and Sound) | #4 | 2.667 | 2.667 |
Interpretation of Theme | #4 | 3.333 | 3.333 |
Gameplay/Mechanics | #4 | 2.000 | 2.000 |
Cohesion | #4 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- You finished a game! I really enjoyed that the game was in 3d. I loved being able to explore the game world. Nice work with the dialogue system! Dialogue itself need some a lot more polish. This was the main game play feature and it needed to be more immersive and flavorful. Wish I could have clicked on other objects in the game and a description appeared. (Look at this tree... it would make awesome blue toilet paper!) Style was not consistent in the world. Some objects were textured, others not. Loved the Easter Eggs in the fire and the grass. Awesome art in picture frame and title screen! Turned off the sound after 5 seconds... I know there were many hiccups with the 3d software... good job persevering and sticking with your team!
- The theme was apparent in the game, so good job there. Gameplay was rough, though. Moving around in a 3D world was good, albeit using a default asset, so that was a plus. Things like missing collision and not having much to do hurt it, though. The dialogue system was good, but hampered by the inaccessible UI. The forest and starting house were nice and well done, but the town lacked collision which was off-putting. I was also tempted to click on everything and get flavor from the world until I finally accepted the only things to click on were the two people and the dog. It was easy to learn even without the instructions on the itch page. I would include the "shift to run" somewhere, though. The sound actually hurt the game, in my mind. If you had hooked it up to just the talking and the end screens that would be great, but it was detrimental otherwise. Art was the same. The first area was well done, and I enjoyed the custom fire effects, grass, trees...the picture frame was awesome. The village, though, went downhill with lack of materials (or even colors) and colliders, which is normally part of the art process, as well. Not sure if the lack of roof on the store was on purpose, either. Just missed some artistic cohesion. Cohesion of the overall game as off just because different pieces weren't cohesive in and of themselves (see: art). There just needs to be something there to bring it all together, like a strong story for the characters and the world. Something to keep everything engaging and pull it together.
- This game was pretty funny. I caught some very amusing "easter eggs" that made me laugh out loud. Kudos for doing a 3D game and for doing some of your own models! The sound was very grating - I had to mute it. It was funny... but I couldn't keep it on. Maybe fade it out after a few seconds. Or centralize it to one location. A walking sim, due to not having very much game-play, HAS to hinge on its narrative and world-building. I definitely think you could take this dialogue/event system and - with the help of some thoughtful writing - push this into a very interesting story and world. For instance; from the beginning of the game I was instinctively trying to interact with EVERYTHING I saw. I was looking for flavor text like "Hmm... pink trees... that's odd." The models you created have some very nice details! I definitely spent some time appreciating the buildings. There were some inconsistencies in visual style that I was having a hard time being sold on. Some things were textured, some merely had color... some had no color or texture. And the dog (who was lovely) was 2D and did not seem to have any reason not to be 3D in this world. Keep working on this! You've built a workable system - now you can build out the world around it.
Game Type
Team Members
James, Cameron, Madison, Christina, Danielle, Keyan
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