Really pretty to look at. I was confused by the item selection at the start of the day, though. I thought I was looking at my supplies and the other person's supplies. I didn't realize I needed to select things to bring them, and then I didn't have the tools I needed. I wasn't able to progress too far, but I thought the writing was quite good for what I did get to play through!
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Hegira - The Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #10 | 4.292 | 4.292 |
Aesthetics | #55 | 4.167 | 4.167 |
Music | #69 | 3.750 | 3.750 |
Sound | #150 | 3.292 | 3.292 |
Fun | #337 | 3.125 | 3.125 |
Theme | #395 | 3.042 | 3.042 |
Mechanics | #498 | 2.625 | 2.625 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Music, Audio
Comments
Yup. Would need to make that whole interfact clearer, but I didn't really have time to work on the UI-UI very much, haha. I mainly created that interface anyway to deal with a situation where you get a quest-critical item but have no space for it, to let the player decide what items to drop and what to keep. And then I used it for that part as well, but slightly awkwardly, haha. Anyway, you can always sleep and try your luck again the next day!
This seems quite intriguing. The art and music are amazing. The story captivating. I really needed a second axe, but after three days I didn't get a new one... Stuck in the loop at some point.
Great artwork and story. Liked that some of the choices were affected by the mood of the characters. I've only played as Caprice so far, so I'll return to try out Terrel
This was a good story that I will probably come back to. But it seems to have gotten stuck in a loop for me. On the second day I played as Terrel and we got to the crossroads and Caprice kept picking left, which always took us to a blocked path. I was able to try to find a way around it a couple times (unsuccessfully) but after that the only option was Leave. Then we were back at the crossroads and that same scenario just kept playing over and over again.
Like I said, I plan to come back to this again later because I was really enjoying the story and artwork! Hopefully it won't get stuck again. Really great storytelling though!
Hey! Ah shoot, that's a possibility, hadn't thought of that. Yes, when playing as Terrel, Caprice will still make the decisions (left, right, ruins or path) but she'll do it based on her mood. For some reason I had never managed to get into a position where she's in a (probably bad) mood and keeps going in the same direction. It's an easy enough fix though, just need to add a "is it night?" check to the crossroad to make them go back to camp instead of looping forever. Ah well! Thanks for playing!
That's lots of work, but you really do a good job in this one, great job, good game!
Nice work! Calming vibes and good story. This was really cool! I'm envious of how beautiful this looks!
a very impressive use case for AI art. you managed to make everything look very coherent and atmospheric, really, really cool.
but as someone who tried to implement a dialog system for the first time in this jam, I am also impressed by the complexity of your UI, the text fields, inventory, choices, even the animated text - did you build that from the ground up, or can you recommend a tool?
I would also love to know, how you organize your story text bits...
sorry for asking so many questions, it's just that implementing my dialog editor took me about 30 hours at least and I am wondering how other people did it.
Last but not least, I really liked the story, but I didn't really understand why I was locked out of choices... still, how can you write so much in a couple of days. crazy. crazy cool that is.
Hey ho! I used Ink for this + Inkle's unity ink integration + my own custom framework thingie I've written over a long period of time. Honestly it's almost cheating (they did allow tools though! and this is definitely a tool!). I heartily recommend Ink, it's free, used in actual real games (Heaven's Vault, 80 Days, etc), and super customizable. I've actually got it in a repo here: https://github.com/wolfrug/inkwriterdev
Although I always customize it a little bit extra for every game I make, so that's really more basic. It does have the inventory system though :)
And thanks!
Thumbs up for your game! I've left a rating. Can you try my game and leave a rating too? Thanks!
I enjoyed this one more than i thought i would going in. nice choice of sounds, really elevates the mood. Really nice job!
Hey! Thanks a lot!
Yep, I am aware of the torch bug, I just have no idea why it's only bugging out with the torch specifically lol. It has the exact same code as all the other items, but only that one goes nuts. Anyway you can have a "0" stack torch in your inventory and it will work just fine. Torches in the camp inventory are reset anyway every time you sleep so not really infinite in that sense :D
Very nice narrative game, very relaxing to play a story that does not require much active input but dialogue choices :) I got stuck in the abandoned house, but I will try it out again.
Hmmmm. So I saw you're allowed to make bug fixes even after submission for game-breaking bugs, and I think this fits. But I can't reproduce it - this is the house with the light in it, right? Just remember you can always go back to camp to sleep, which is usually the solution when it's too late. Hmmmm.
But thanks!
This type of game isn't normally my thing, but I liked it - it was strangely relaxing just going along with the story.
The looks are great but games that are more like a reading simulator are not really my cup of tea :P
I ended up skipping a lot of dialogue and quite quickly got stuck at the same screen as Zuljah in the comment below.
Even though it's not a game I would play, it is still a hell of an achievement to get this all done in just a weekend ;D
Im not a huge fan of these kinds of games but my time it was enjoyable. Great visuals and sounds. The fact that you can make meaningful choices is also pretty cool
I got stuck on a ruined building somehow. But I really liked the way the AI art and other assets were assembled :).
The aesthetics and graphics of the game are really great, accompanied by the music, the whole setting really fits together very well. I also loved that I could make my own decisions to some extent. The story is of course the main part of the game here and in some places I found that there could have been less text because you really have to concentrate on the small font and I found that a bit tiring at some point.
Otherwise, a great idea and a wonderful implementation :) Well done! :)
Thanks! Yeah, the font turned out a bit small once I actually exported it to WebGL, it's more readable when in actual full screen. And I actually agree with you - it could use less (but better ;)) text - the fact is as a writer though is that it's always easier to write more and say less, than write less and say more. Definitely needs some editing, haha.
Great visuals and an interesting start to what seems like a good story (played twice and on my first attempt i couldn't do anything after arriving to the house with the light). I would suggest not giving away the random aspect of the game, even if my choices don't matter it's better to keep the illusion and let the player think it does
Thank you! It might be noted that your choices DO matter, it's just that often you don't have a choice (it will be locked behind a specific mood). Ultimately though I didn't have time to fully implement that entire system, so there's just some hints of it here.
Re: getting stuck, usually when you can't pass a challenge with an item and it's too late to try to do it the long way, you will need to leave and go back to base camp to sleep, which will reset the time (and spawn some new random items you can try to bring with you) :) But of course it's possible there are places where the game just stops too...
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