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A jam submission

HindsightView game page

Think back and reflect.
Submitted by lpriebe — 4 hours, 57 minutes before the deadline
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Hindsight's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#74.0914.091
Originality#103.9093.909
Accessibility#143.0003.000
Controls#173.2733.273
Fun#193.1823.182
Overall#233.1563.156
Theme#303.5453.545
Audio#581.0911.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.3.3

Wildcards Used
All three, kind of

Game Description
Retrace your steps through a mechanized facility​ and recall what happened there.

Source

No

Discord Username
WooHooII#3439

Participation Level (GWJ Only)
5th time

Participation Level across all Jams
11th time

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Comments

Submitted

I really loved the graphics in this, the blueprint levels are a very nice idea. Well done

Submitted

I like the turn-based style which turns this action-approach to a more puzzle one. Also the quantum-mechanic alike: the block is undefined until it would prevent me from beeing seen by the camera.

The levels were quite hard and I had to plan a bit.

Submitted

I really liked the blueprint style. This looks really neat and the “turn” based steps worked. The first floor could have been a little easier and maybe an arrow or two or some “hand written notes” on the floor plan as some introduction what to do. So it was a lot of trial and error where I can step and where not. What kills me and so on.

Submitted

Wow that is quite some story as well.

I liked the steps mechanism and the puzzles.

Submitted

very interesting, nice game, I passed level 1, but lvl 2 I didnt figured out...

Submitted

very interesting, nice game, I passed level 1, but lvl 2 I didnt figured out...

Submitted(+1)

Wow, great job! It did take me a bit to get a handle on but you had some really effective puzzle designs. Level 6 in particular was fantastic. The blueprint/schematic visuals worked really well, and making the itch.io page the same color was a nice touch. 

Developer(+1)

Thanks!

Out of curiosity, which level 6 are you referring to? There are actually three completely different levels you can encounter there, due to a route split just beforehand.

Submitted(+1)

Oh wow I didn't even realize there were multiple branches! The one I was talking about was the branch where you accuse Dora of lying. I liked it a lot;  it was complicated but in a way that felt very fair, which is always great in a puzzle. I also felt like it synthesized the all of the mechanics in a  satisfying way. 

I went back and played through again and found the level after the other dialogue option, but I'm curious how to unlock the third. It seems like there's something to do on the 5th level I'm not catching?

Developer(+1)

If you choose "reject" at the end, you get sent back to the decision point, and if you do that on both branches, you'll get a third choice.  It's admittedly pretty obscure for a jam game.

Submitted (2 edits) (+1)

Cool, I was able to check it out.  I liked the third level 6, and the story definitely got a more complete ending altogether. 

It would have definitely benefited from signposted better though. I chose "accept" the first time I played and didn't realize there were multiple paths. Then I thought I might get the third path by going reject => accept on the second loop through. I think I did do reject => reject before but I didn't realize when I was taken back to level 5 that I was in a new branch, I thought it was just taking me back to the same level 5 as before so I quit out.

 Anyway replaying the levels can be pretty tedious so I'd recommend making that looping structure more clear. It's very cool though, and it's not too far away from working pretty well. I think it just needs a bit more clarity. 

Some thoughts from my additional playthroughs:

- The movement can be pretty slow, which makes messing up feel more punishing then it needs to be. 

- I really like the way you put the puzzle elements on both sides in a way that looks almost symmetrical but  in a way that makes them behave differently. It's clever.

- It can be hard to see which tiles the diagonal lights hit. Maybe the grid could be a little more accentuated or the diagonal lights could illuminate less of the adjacent tiles? It's not a huge problem or anything but it was a frustrating way to have to restart.

- I did have the game crash once while answering the lying/misunderstanding question the second time. Wasn't able to replicate it but just thought you should know. 

Developer(+1)

Thanks for all your feedback!

I did initially plan to have a level select feature, as well as some additional dialogue that appears at the end of the second route you play in order to indicate that a third choice was available. Unfortunately, both of those things got cut at the end because I needed to sleep, but I think they would've helped with a few of your issues.

I'll have to look into that crash bug.

Submitted(+1)

I really love the style of the levels. Playing not through the actual place, but the blueprints?! That's brilliant! I think it's really clever! I feel like it could be clearer that you can walk on tiles with the cameras just fine, as it looks like you'd get caught, but you don't. I also felt the second level was too much of a difficulty spike. I understood what to do, just not how to do it, which is good in puzzle games, but it was taking too long to figure out what to do for it being the second level. This could absolutely be my own opinion, though. So take what I've said about it with a grain of salt.

I really enjoyed the first level, though, which I was able to get through and I love the concept!

(+1)

I like the concept for this game but the flashing when you move is kinda distracting. Also, I'm too dumb to get past the second level.

Submitted(+1)

Really impressive puzzle construction, it must have taken a lot of thinking. Lovely elegant style. And you found time for story too!

Submitted(+1)

I like the blueprint like art style, it's unique and effective.

Some of the mechanics seem interesting (such as switching the directions of gears), but I feel like if your gameplay is avoiding obstacles and it's turn based then most of it is going to be walking and picking when to wait, which is kind of lacking "substance". (This is completely fine for a jam game, especially for one that seems to be focused on story, but I just think it's good to think about this for if it were to be expanded upon or if it's gameplay idea would be used again!)

Also I was a bit confused as to what different objects do, like I'm pretty sure the thing with the arrows is an elevator (where the player came from), but I'm not entirely sure. This was probably extra confusing for me since this game doesn't have many elements on screen so I thought it would do something. Maybe it'd be good to make it extra clear which objects are important (like with animation, contrast or other stuff)?

Good job submitting!