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EmoteME!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the theme | #2 | 3.198 | 3.750 |
Overall | #3 | 2.772 | 3.250 |
Fun | #3 | 2.772 | 3.250 |
Gameplay | #5 | 2.345 | 2.750 |
Originality | #6 | 2.558 | 3.000 |
Visuals | #7 | 2.558 | 3.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I am blown away by the fact that you managed to create a multiplayer experience within 3 days, amazing job!
I also had trouble getting all the info out of the tutorial but once I got the hang of the controls I had a lot of fun. I was also playing with someone in the same room as me and we laughed a lot which is a great achievement.
I also had to alt+tab to get out of your game which is a bit annoying but it's not a "fatal flaw" of the game and I totally understand that you were tight for time and might have not been able to implement it. It would be a nice update though.
Good job!
Maybe the subject was too ambitious for a 3 day jam. I liked the visuals and it felt a bit like LittleBigPlanet or something with the interaction between inventory and gameplay. It's a type of game I want to make myself so it was interesting to me. Thanks.
Could you elaborate a little more on what you mean by interaction between inventory and gameplay I don't quite understand what you mean.
Thanks for the feedback
If I press a button and the player performs an action, that is the way Nintendo often tries to design games for example with Mario. Some games let the player press a button and either a symbol will appear or an inventory will appear which the player can interact with. I call this inventory gameplay, its a different type of game, Cave Story involves more inventory then Mario for example. Any sort of abstract symbol instead of literal gameplay would be a type of inventory gameplay. For your game to be more live action like mario, there would be no symbols and the character would perform different animations to represent the different inputs from the player.
Hey EmoteMe team, wow your game looks a another level ! The game is amazing on some things and lacks of some basic things at the same time. Lets start with the good part, well for a game jam being able to make an online game is a really big achievement, and in 3 days? wow, thats remarkable. Then the gameplay: it need some things that i will name in the bad part of the review, but its FUN, and that is not a easy thing to achieve for an indie team. We couldnt play " no chatting" but we tried to not say anything too important, we laughed a lot. We were not too far from the start when we get stuck and we started to play with the emotes and their sounds, and the server suddenly crashed ( disconnected). Maybe i broke it when i was trying to make a melody with the commands haha srry :joy:
The the bad part: I know you had a small time ( i struggled a lot) but the game needs some basic things like a better "tutorial". I had to stroke every key and try things until i realised i could move blocks with E ( and i had to break the silence and tell carolina too press E, haha ) , another thing is: the game has no exit button. I had to restart my pc.. Well that was a (bad)joke haha i didnt restart but i alt tabbed haha.
Another thing i noticed is that the only "tutorial" was upside down, in the wall the emotes where just the opposite of my keyboard , and that leads me to the last bad thing: we dont have controllers, so we only were able to play with the new build you uploaded on the comments.
Well, thats the good and the bad by my opinion, Now in general: you did a great job and i think you guys have a great chance of winning this jam, you show experience and talent.
Hope i see you guys in another jam later!
Hello Chili Games! We are glad you guys liked the game and We are really thankful for your feedback and for your kind words. We will probably polish the game when the voting ends and use your feedback to do so.
PD: You got me with the reboot joke 🤣.
Unfortunately cannot enjoy it because I won't let it connect to a server and it is an online game.
No rating from me (not a bad one, just no rating).
(Hi, Cere Venteo. I saw you rated my game 1 star on itch, would you like to leave a comment so i know what to improve? )
We realized there may be people that has no controller.
Here it is a new release with keyboard controls available if you guys need it!
https://github.com/AlmaCeax/GameJamEmotes/releases/tag/1.0.1
I really enjoyed this game, how they use an emote system to communicate with the other player. The puzzles are very challenging and fun to play. Me and my girlfriend really had a good time. Thanks!
OK so I hopped in a game by myself just to check things out, can you explain the iconography a little bit? I'm guessing the symbols in the beginning are what you can communicate to your coop player, but I wasn't able to figure out how to use them. Also, the icon in your second screenshot (something -> box) - I also don't know what that means. Care to help nudge me in the right direction?
I really like the concept and aesthetic!
Hello! We are happy that you like the game and took the time to try it out! In relation to the iconography, each emoji is intended to help the players communicate to complete the puzzles. For example, one player can use the box emoji to ask the other player to bring them the box, or use the button emoji to ask to press the button. About the second screenshot, its intention is to explain the player that they can use the right trigger of the controller to grab on a box.
I hope we were able to clear your doubts!
Ahhh, OK. Controller makes sense! And I see the new post with keyboard controls so I'll read that then give it another try soon!