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A jam submission

Only One DeveloperView game page

A true story
Submitted by Robyn Law (@cinnabyn) — 3 hours, 29 minutes before the deadline
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Play interactive story

Only One Developer's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#3804.0404.040
Overall#5273.7873.787
Adherence to the Theme#5834.0404.040
Design#8033.2803.280

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I really liked the atmosphere and wanted to listen to your story some more but sadly the bounce pads at that one point don't seem to bounce me up high enough? I either didn't figure out how to do it or it might be a framerate issue or so.

Submitted(+1)

Shame about losing your teammate. Props for pulling through and releasing something on your own, something akin to The Beginner's Guide too, which is not something I'd expect to see in a jam. A pleasant surprise!

Submitted(+1)

I love everything about this. Maybe I love the first person platforming a little less than everything else, but I love it nontheless. I hope you and your friend could make up and do things toghether that are not gamedev! A really cool entry that you SHOULD be proud of!

Submitted (1 edit) (+1)

This is so incredibly atmospheric, and whats been achieved in a short time is very impressive. The game is quite long for a game jam game, and the puzzles feel challenging but manageable. The soundtrack only adds to the atmosphere, and I was intrigued throughout to hear the developer's words at the end of each section. There are a few things that I'm sure would have been cleaned up with more time - such as not automatically respawning, and slightly floaty controls - but in general the developer has done a fantastic job with this, especially considering the situation. Certainly the most engaging game I've played so far of the jam.

Submitted(+1)

A very neat experience. 

Now, the movement and controls as a whole were frustrating for me and i think something you should fix is the fact that after you restart you can accidentally bump into the fence and start your whole talking sequence again.

Regardless, a very cool game for the time given and ... only one developer *badum ts*

(+1)

Proud of you for still getting something out.  A story a lot of us have felt in one way or another as game jammers.  Thank you.

Submitted(+1)

Ah this is clever! Well done persevering and making Something, and I actually really enjoyed playing this! Just assume everything except the things I'm about to say are positive haha.

So, criticisms. Maybe this is just me, but I think first person platforming is an inherently very flawed mechanics set. Like, Mirror's Edge, a game built entirely around the concept of it, a game with a decent budget and some serious work into animation and physics, still isn't perfect and some sections are just frustrating. Put those mechanics through the 48-hour-game-jam-machine, and suddenly the work you put into making a well paced story is sabotaged by my crap at platformer ass repeatedly failing a section. Also, at some points failing cut off the voice track, including the most important part of the story, but, game jam, and I could fill in story through context.

I really liked the 'machine' bit though, and this made me think. With patience, it's relatively easy, and the mechanics perfectly fit the point you're trying to make. Slow, methodical, like a machine. If more sections were like this, I think I could be much more strongly attached to the story you're telling.

Otherwise, well done! Hope your team is better next year...

(1 edit) (+1)

I love this so much! It reminds me of games like The Beginner's Guide made by Davey Wreden, the person behind The Stanley Parable. I also agree, I think a lot more games need to focus on the story, to reach out to the person playing and make them make decisions, difficult decisions, to question the soul and character of the person playing and to help them explore themselves a little.

I can think of a few games that do this, and it's always beautiful in their own little way. I think of games like Oxenfree, or even Paper's Please, where you're going through an underlying story and you're not quite sure if what YOU'RE doing is even correct, the right thing or even morally okay. When you're supposed to send away pleading mothers at the border gates, do you risk punishment/fines to save an invisible character, someone you've never met before, a stranger that you're kind of disconnected from... Do you make the decision to try to save their life? It gets more and more complicated, your decisions unravel in front of your eyes and you feel like you eventually end up learning something about yourself.

It's kind of something I loved about Telltale games as well, even if I wish there was more interaction/story-changing from the players! The story is always so captivating and engaging and you don't know if you're doing the correct thing, I remember tearing up + almost crying from The Wolf Among Us, a game set in a pretty messed up world and... You don't even realise what's going on around you, you make some really bad decisions, it really stings the moral core of the player and kind of makes me feel like I'm learning more about myself and who I am, how I'd react.

Also THANK YOU so much for having checkpoints, I kept spinning around and leaping off everything like a bouncy marshmallow, I would've been a little frustrated otherwise. 😋

I love the aesthetic to death too, the hazy lighting, the gentle narration and the slow changing setting as the story unfolds. Oh my gosh, when the train was pulling up and there was a small opening of music, I loved the use of music there, that made me feel invited to hop off and explore more! If I could give any extra feedback, I'd say that a stronger link between the story and visual setting could be really cool. Maybe during the arguments and being upset, the world turns to molten magma around you as the player/character has to hold on for their life, surrounded by the personification of rage. And then... After... A slow cooling off, a slow walk, almost some regret from things that may have been said. I really love this idea and all I want to do now is tag along and immerse myself in more beautiful story-heavy games. 😊

(+1)

there is a disconnect between how the character controls and how the stage is designed, the stage itself is sorta slow and short, while the character is fast and floaty
when waiting for gates to open i don't have enough room to jump and run in circles.
so i'd rather have more open space that allows me to do something like running around while i listen to the story.
also falling off  at the end of a long ride because you're impatient doesn't feel fun.
and something minor, i usually play with low sensitivity, so i had trouble not being able to change it and having to adapt to the higher sensitivity.

Developer

Thank you for the feedback!

I tried to design the level around the narrative. Because of this, I thought it'd be important for the player to take in what's being said. However, I guess I didn't consider the fact that some players may not want that. I kinda took inspiration from the likes of The Beginner's Guide and tried to use a style like that to tell my story. 

With the mouse sensitivity - Yeah, I can get that. Given more time, I'd liked to have fully fleshed out a proper menu with settings: Subtitles, audio settings, keybindings, the lot. But, y'know, I'm new to all of this and only had 48 hours. Something for the next jam, though, so thank you.

As for impatience? Not much I can do about that :)
Thanks again for the feedback! I'll try and take it into account for the next game I make!

Submitted(+1)

Great story. Way to make the best of a bad situation.  I'm glad you got something out there for the world to see. It's better than nothing. 

Great soundtrack, great story. I like it!