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GWJ77 - Talk your way out's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #13 | 3.944 | 3.944 |
Controls | #47 | 3.333 | 3.333 |
Accessibilty | #69 | 2.778 | 2.778 |
Graphics | #74 | 3.444 | 3.444 |
Overall | #75 | 3.063 | 3.063 |
Theme | #91 | 3.000 | 3.000 |
Fun | #97 | 2.722 | 2.722 |
Audio | #119 | 2.222 | 2.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
N/A
Game Description
Quite atypical, you just speak, and things happen, and you morph into a nice guy, or an horrible sociopathic monster...up to you
How does your game tie into the theme?
By youtr choices, you'll be able to feel your character change along his way (that, and the kindness-meter will keep you up to date). At the start, you seem to not be nice, by the end, you'll have to be much nicer...if you want to escape anyways...
Source(s)
N/A
Discord Username(s)
Shnyte
Participation Level (GWJ Only)
This is the first one
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Comments
Very good start! A little mini map or a map screen to be able to understand the layout and where I've already been or not been would be nice. But the characters are fun, and it's a neat way to use the theme.
Keep jammin! :D
Hi! The game was very interesting.
The implementation of the metamorphosis theme is very smart, metamorphose the personallity of the protagonist. The graphics are good, and the music is at the level of the game. The gameplay was some confuse for me. The player is very slow in relation to the giant map.
Talking about maps, I wish there was a map in the corner of the screen to know the player position in the village. I feeled very LOST in the forest and I didn't know where was every character in the scene. But, I like the game and it's fun, these are just tips for your next game. Bye!
Thank you so much for playing it and for your feedback.
There were several options for me to handle the theme, but this one seemed more interesting to me.
Everyone complains about the map, you're no exception. And I definitely complain about it myself, so don't worry, I don't take it the wrong way.
I don't like the idea of the minimap, nor the pointers, it might break the immersion. I would rather have the map be self-explanatory and show to the player where to go.
I'm not sure how to do that though, I think using distinct paths is a way, getting the house closer together is another.
I found this interesting grass path lol, I wonder what was this supposed to mean
Anyways, congrats on your first submission! I agree with Rakudajin, navigation was little bit hard but I got it eventually. I hated that character that took away 6 kindness points at the end haha, I made sure to avoid it at all cost. But yeah this was cool!
"Oh my god, what is that doing there?" *wink-wink*
That character is the boss of it all, you think everything is going well even though you've been lying... but NO!!!!! And you lose a massive amount of points... gotta love it!
Thank you so much for playing, for your comment and above all, to play it long enough to discover that little secret. Now, if you want to know, there is another secret somewhere else, not the same kind though...
haha thanks
Interesting concept! Has a bit of the "Undetale" vibes, as in kindness vs fighting :)
The hardest part for me was the lack of a map or other kind of navigation - with mostly identical landscapes, it was really hard to tell where you were, and invisible walls also added to the confusion. Would be much easier with a kind of minimap, or a map you can open. There was also a glitch with sound - there was no music, but sometimes it started out of nothing - and it was quite good, but then it disappeared again.
That said - great job overall! Congrats on the first submission!
Thank you so much for playing and for your feedback.
You're not the first person to make that comment, and I also experienced it myself: the map is too large, or there should be a map, or some way to be able to locate oneself. I think I'll go for dedicated tiles to mark significant paths and try to have some variety in the assets so that it won't be that easy to get lost amidst all the buildings looking the same.
Regarding the sound, everything is working as intended: it is a cue that something is going on, and if you're not in the middle of a dialog, *something* should happen right at the end...
Thanks again, it was challenging, but fun to make, and I'm glad I could be part of this adventure with all the participants; there are amazing submissions around!
Hello fellow first time Jammer! You did incredible for a solo project. It feels very polished and works end to end. Really like the concept and the approach in theme.
Music kicked in for me half way through as well which gave me a jump scare as I thought there was no audio haha.
Cannot give much feedback that hasn't already been given. All I could say is perhaps a short timer for your dialogue boxes, before you can interact with them? I accidentally pressed space bar twice in a row and accidentally closed the dialogue box a few times as it defaults on "exit".
Also perhaps intended, but on my first time play-through, I tried to go the opposite direction of the witch, couldn't leave the area, so went to talk to her and she ran away :< It was only on my second play-through I found she had dialogue haha.
Seriously though such a solid foundation to build on, well done!
lol, it happened to me in one of my playthroughs; I stepped out of the detection area and she ran. Stupid witch!
There might be a few things I can do to tweak it a little.
Regarding the dialogs, I needed to grab focus for the player to be able to use the keyboard and the only button that was perma-available was the exit button :/ Now, if you exit the dialog, you can trigger it again, and it will simply continue the same line of dialog. It only resets at the beginning of the cycle.
Speaking of cycle, the inspiration for the music usage was Outer Wilds (if you know, you know). I believe it can explain a lot. I'm sorry for the jump scare, though, it was not premeditated.
Thank you so much for playing, for the feedback, and for trying out several times with different playthroughs.
It's an excellent idea. At first, I don't understand how it follows up the theme. But when I think about it, it all makes sense. You went from a bad person to a good person, literally morphing your personality. Overall good interpretations!
And it even morphed your own idea of the game... morph-ception...
Now THAT's meta!
Thank you so much for your feedback.
I'm glad that not everything was obvious at first; I wanted the game to have some kind of mystery to it, and it seems it has.
This was a fantastic interpretation of the theme. I would love to see this expanded on more, perhaps being able to actually follow through on quest lines. Overall a solid entry
Thank you so much for your feedback and suggestion.
I don't know whether I will expand on the game, but if I do, I will certainly try and make the quest more coherent and intricate. There is also the object/inventory management system to handle for sure... might be quite the challenge too...
Ok I guess I don't have a choice now
Cute idea, but yeah, the map seems too big without a quest pointer or hints. Would have liked some audio feedback as well. Great entry for your first submission though! Don't underestimate the importance of audio.
Thanks for your feedback! Audio IS important, and it didn't occur to me to what extent it was lacking in the game prior to publishing it and seeing it streamed by Vikfro.
I didn't play it through enough. Was just testing features and fixing bugs at the time. At least it works, but you need SoundCloud on the side XD
Cool concept, the map is really big at first and searching for people can be timely. Amazing entry, congrats
Thanks for taking the time to play it, and thanks for your comment.
It was very fun to make, and I'm quite satisfied with how it turned out.
That said, as soon as I submitted it, I realized the extent of my bias...
I agree about the map, it is very big, and unnecessary so. Houses could be very much closer together, as well as forests, etc. I'll undoubtedly keep that in mind for my next project (as well as music, sound effects, animations, asset variety...).
There is sooooo much!
This is a cool game, and I'm impressed at the amount of features you were able to add in one week! It's like a mini RPG, with a dialogue system and everything! Runs super smooth too. Very charming game. If I had to critique it, I'd say that because the environment was somewhat samey, I got kinda lost at times. But the game world is also pretty small, so it wasn't a huge deal. Keep up the great work! This was chill and I liked it a lot.
Thank you very much!
I admit that more variety would help the player understanding where he is sometimes. I tried to draw paths on the ground to help with that, but more obvious tiles would do a better job at that.
Regarding the features, I had that idea in mind and the dev process went rather pretty smoothly.
Have you heard the music?
The game was silent for me . . . the music kicked in randomly halfway through, but I don't know what I did to trigger it.
Oh you have nothing to do, just wait for the end of the tune...there goes the curse ha ha ha ha ha ha ha ha ha