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DocMD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #35 | 3.283 | 3.417 |
Audio | #48 | 3.122 | 3.250 |
Originality | #49 | 3.443 | 3.583 |
Overall | #55 | 3.056 | 3.181 |
Graphics | #60 | 2.962 | 3.083 |
Theme | #65 | 2.882 | 3.000 |
Controls | #74 | 2.642 | 2.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.3
Wildcards Used
Arcade (the entire game is just minigames)
Game Description
Inspired by Cook Serve Delicious and Trauma Center game by ATLUS. You run a hospital and must treat patients various afflictions. Collect enough money by the end of day 7 in game to repay a outstanding student loan. In between days you can purchase more tools to unlock more procedures and treaments.
Source
No, but the source code is freely available on github
Discord Username
Teal#2650, DefectiveMelon#7841
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Comments
This was a neat game. It's sort of like the cooking games where you need to give the right thing to the customer, only you are also doing the surgery. Doing all the minigames with just the mouse though was a pain because it's hard to know why you did it wrong.
Thanks, given more time I think implementing in a feedback system would have been a good idea. Flash cooking game/surgery game hybrid was exactly the kind of mix-up we were aiming for so I'm glad that shined through
Your game is a good one. The idea is like totaly the same as we had =D
The difference that we did the small game play mechanics and concentrated on art and narrative.
Your game is more complex, there are more futures. The controls could be better, if I may say. After few patients it became more annoyingly then fun. From the start the game gives you a tottorial - this is a good one. We missed this part. But I belive many players will not go to the end of this game, becouse the prossess of game play is more challanging then fun. The game is with cassual level of mechanics, but more difficlte than for cassual players.
In few words: you missed in UX. The target audience - likes it more simple.
Thanks for the feedback.
I wish our presentation was as good as your game's, but alas we're both programmers by trade so art is a hobby more than anything else. I thought your game's presentation was top-notch and it really showed.
The discussion around difficulty is quite interesting, since surgery games like the Trauma Center series are actually quite difficult, and the basis of those games are also about completing minigames. When I had done the balancing pass through the game, I guess I did not take into enough account that I was familiar back and forth with all the code, so it would be substantially easier for me than for others
The amount of information up front was too much for me. I forgot what I read before I finished the page. Halfway through I gave up and just started the game and...
It turned out it was so intuitive that I didn't really need the tutorial :) I just clicked some stuff and figured out that I need to apply bandages and (I think?) write unreadable signatures :)
Art is clear and looks nice. Music is awesome, very catchy and enjoyable :)
Thanks for playing!
Implementing a good learning curve for the game was definitely something I'm beginning to realize we overlooked, glad you found your way through though
Enjoyed this quirky game! The little tasks were a nice surprise and I was also impressed with the level of content. :D But sometimes i bandaged a wound faultlessly (not to brag :D) and it didn't stick, so not sure what to do there. I loved that you had info/tutorial screens btw, but it was a lot to remember at once - have you considered making a tutorial level instead? Congrats on a your submission!
Thanks, glad you enjoyed the game!
A tutorial level would have definitely been a better way to teach players the game, for sure. Things to keep in mind for next time I guess
Wow, really impressive amount of content for such a short Jam! I think I cheated a bit by using my graphics tablet :D but it's a cool (and bit stressful) gameplay loop with a good sense of progression.
The game does definitely feel like it could make the transition to touch controls very easily, and we were even considering a mobile build for a while. The only problem is we'd have to overhaul the UI completely for that, and despite having a week things ended up pretty down to the wire on our end.
Thanks for the kind words!
Cute! And tons of content considering each tool is like its own minigame! I like how there's a story and a goal, and you have a choice of buying more tools or saving up to pay off the debt. The day end summary was nice as well, especially showing how many days were left. I ended up purchasing the biopsy syringe, scalpel, adenosyl, and needle, though I never ended up using the adenosyl to my knowledge.
I got really into this and played to the end, even though I used all my money on fancy toys instead of paying off my debt ;).
The heartbeat on the patient status was a nice touch, but didn't feel like a key mechanic, since the circle and their faces tells me more at a glance.
I did find it a little hard to understand what was really wanted from me in some of the procedures, like putting the bandage on. Sometimes it'd look not great and like I was missing part of the line, and that would be accepted, and other times it'd yell at me when it looked like the bandage was perfectly aligned and completely covered the wound. Possibly having some kind of positive reinforcement or guide could help here, so it's not just accepted/rejected and you have to figure it out through trial and error.
It also seemed that if two tools were required for a procedure, only dragging one of them onto the patient would work (and which one is "the one" changed from patient to patient for the same procedure), which was a little annoying. I also got stuck a little with some patients just not being able to be interacted with at all. In my case, when they needed the biopsy needle and the scalpel, neither of them would work to bring up the procedure when dragging onto the patient.
Game balance-wise it seemed a little off. Buying new tools didn't seem to increase my money earned, and there were so many tools available, possibly too many for the 7 day game time. The days themselves also seemed a bit long -- one day I was able to see I think 39 patients?
But all-in-all this was a massive undertaking and I had fun :D
Thanks, so glad you enjoyed it!
You're also spot on about a lot of things. We decided to make a game that was very mechanic-heavy as a result of having a week to work on things, but that meant we had less time to do balance passes on the game. Ultimately, we decided it was more important to let the player experience the full suite of tools while being able to clear the game and experience all the content.
Given more time, I think the first things I would have done would be to balance out the game to be better paced, and work on tutorialization.
ah, the constant struggle between new content and polishing!