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hardwired (GDKO 2022 Round 3)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How engaging was the story? | #3 | 4.050 | 4.050 |
How good was the game? | #5 | 3.800 | 3.800 |
How Artless was the game? | #10 | 4.200 | 4.200 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I had to try out everything. I think this a very well executed idea that was very engaging.
The main mechanic is really cool, I think the way you weave narration into gameplay works really well. Also that loading screen was a nice touch.
Very good game but it I couldn't move at all at some point, maybe I did something wrong but I just wasn't able to move.
Man, this was really, really good. I'm in the same boat as Yanniboi in regards to thinking that maybe there was something more to see when the colours are inverted, but it was great nonetheless! Excellent work :)
The visuals and mechanics are really well done, and movement and animation was very clean. The narrative was great but I would have loved for it to be a bit longer. Nice stuff :)
This was really cool! I live the visual effects the developing story. I was so impressed by the long slide down at the end where the text kept perfect time with the player movement, that cant have been easy to get right.
I do feel like I missed something… I got to the end and went back to the start and looked around a bit thinking that there would be a different ending now that the screen was black, but couldn’t find anything more…
Beautiful! Top marks all around. I love your approach with this task and your clever placement of the almost crossword like narrative for certain sections. The tutorial is so fluid while also adding to the story. The sfx were not only a perfect choice, but implemented so well. This was polished to a gorgeous shine.
I do wish going down the long slope was a little bit slower, so I could take in the entire narrative there (I did appreciate being able to go back up it ... but this was the one spot where I didn't like being locked into movement - everywhere else it made the experience more fluid, but here once I saw the story I tried to go back only to wait to return to the top). As a whole I think the camera could be zoomed in at least 10 to 15 percent more, but I do like how open the space was and the feeling it gave me, but it made reading more difficult.
This is a small nitpick ... not even a nitpick, because I loved this experience as a whole. But at this point in the game ... I thought I was a genius who was going to back up and fall and discover some secret narrative. I did not, but I'd have given you six stars if I could if that happened.
Really well done. Love it.
Same! I thought now that the screen is black there would be another path that we couldnt see before somewhere :P
this is amazing! from the simple design, to the music, to the narrative being revealed as i went down paths, man this is great! i wanted more at the end! fantastic job
Beautiful Design and a very interesting Story! This is a piece of art (without art :D)
Really liked what you have written and the presentation of it all was awesome.
Very cool concept! I liked the idea of revealing the narration by taking each path so it unfolds as you move through. The dialogue also resonated with me, like the end about never being able to enjoy the moment and the part about wanting to split into little pieces. It was meaningful to me :)
this just got 2 real sorry its a cool idea thought just wish I could read that last part where the player is going down hill its 2 fast for me
Oh yea, good point. I didn't really think about that it might be hard to read, but I totally see why. Thanks for the feedback!
Wow, this was quite amazing. I see you went along the same road as me and chose mental illness to engage the player. I really like how you can re-explore areas that you went through on the second run. Two little things I'd change - make the background white again when you go back to the start, and add more content. This is really cool.