Love how you put in extra effort to the itch.io page, matching the colour scheme and adding the animations too! 💗 The visuals and UI are lovely and very neat which made it feel very well put together and professional! Bit unsure of the link to the theme and I was a tad confused by the outcome of some of the options but I liked the various apocalypse endings and the subtle humour! 😁
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Apocalyptic Times's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #5 | 4.150 | 4.150 |
Overall | #17 | 3.500 | 3.500 |
Audio | #24 | 3.150 | 3.150 |
Fun | #35 | 3.150 | 3.150 |
Gameplay | #37 | 3.000 | 3.000 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
4
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
The only pack the game uses is the DOTween tool, a free asset from Unity Asset Store that allowed us to animate the game UI using code.
Link: https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676
Please provide a link to the project source code.
https://drive.google.com/drive/folders/1pZnOPVMaA3Q_O0Z3NX0Krq3S7yY9QNDU
Please provide a link to a 30 seconds gameplay video of your game
https://youtu.be/TZ8SzDQP7-c
Comments
Thank you very much for your feedback! We admit the link to the theme is a bit confusing, we tried to interpret the "one time use" theme as "one TIME USE", and we had all kinds of ideas related the use of time. Eventually, we decided on this, a game where you work for a powerful organization that investigates time, looking for apocalypses.
It took me a minute to realize that I needed to balance the meters, rather than fill/lower them either way (not unlike the Reigns series, which asks something similar of the player), but even when I didn't I still took delight in causing as many different types of apocalypses as I possibly could. There was some trial and error involved in working out what option would raise or lower what until I noticed that the indicators would light up for what would be affected, but in many cases you could work out what would happen from context clues. The references to various other media was cute, the sound of the buttons and paper was really nice, and the soft background music really gave it that "working at a company" feeling. The visuals were also really pleasing to the eye, too. Everything went together really well.
Good job!
This is a really slick entry. I really enjoyed the writing and the humour is on point. It was a nice way to start my day. I found no faults in it. Great work
I didn't really understand the gameplay, as I was choosing pretty much random options with each situation, and I didn't understand *how* my choices influenced which category (violence, science or nature). However, the situations and characters were really well written and always entertaining to read, and I have to say, this is one of the most polished games of the Jam I've played.
Good job.
This was a super fun idea and executed well - I LOVED the satisfying sounds of the paper as I sorted through each file and chose an option. The design was really clean (and bizarrely cute for an apocalyptic game - in a good way!) and I thought the scenarios were well-written and fun. Good job!
Really great idea and excellent production overall! The visuals and the sound design are really really good. Though I would have liked a different typeface for the post-its, I found them really hard to read. Great work!
I love the subtle sound design on this one. The paper slides and flips feel super satisfying. It did bug me a little bit that papers sliding off the screen upwards or downwards were accompanied by a sound effect that panned to the left, but that is easily fixed. The unintelligible text was a funny way to subvert player expectations, but it only really needed doing once. The game could also be made with a less stable universe, to speed things along. I stopped reading and just clicked repeatedly on the lower option for a while but no apocalypse came. I had to choose violence to deliberately topple the balance. A deliberate comment on the ultimately resilient dynamic equilibrium of our world?
Played in web browser: a nasty high pitched audio glitch came in several times after making my selection. I imagine this bug isn't in the Windows build, but not tested that.
Great concept. Thanks for sharing!
Thank you for your awesome feedback!
The high pitched audio glitch happens indeed only in the Web GL build. We're not sure why, but we hope we can get it fixed before the end of the week. Thank you for bringing attention to audio and balance issues, we will definitely work on that for the polished build!
It seems like you guys had a lot of fun working together, and the results speak for themselves. I had a lot of fun reading through each brief and finding some more obscure entries like the caveman! Art is amazing with fantastic, responsive UI. Sometimes the kursive font was hard to read though, still, a great entry. Well done!
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