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David's Day Off's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall: consider all of the criteria above and which game stands out as a whole | #3 | 4.286 | 4.286 |
Gameplay / Mechanics: novel, impressive, compelling, well suited, fun | #3 | 4.143 | 4.143 |
Biographical: engagement with Hidden Hero, use of nonfiction elements, personal | #5 | 4.286 | 4.286 |
Aesthetics: sound design, visual design, feel, vibe | #6 | 4.571 | 4.571 |
Storytelling / Narrative: immersive, novel, heartfelt, compelling | #13 | 3.714 | 3.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
About the Hidden Hero and their story
We picked our hidden hero because he has taught us so much about the world of game design and development. None of our team would be nearly as good as we are without his influence. We translated his stories about his years in game development to be gamified elements within our experience. Most of these are explained in depth in our submissions page, but the most important element we wanted to express was his phrase "5 minutes of awesome is better than 30 minutes of mediocre." That is why we crammed as many of the stories as we could into the short gameplay experience we created. From core elements such as club throwing to sounds being played after changing sound volume, David's stories had an influence on it all.
Horizons Participant
Bradley University
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Comments
Hey, I really liked this game! It was short but sweet. Your teacher must be amazing haha. The voice lines were great, and the gameplay was actually pretty fun.
I really liked the dual purpose mechanic of the club throwing. Using it to kill enemies but then also using it to interact with the level is really clever design. I think an improvement to it could be that you can also debug with it, so everything is done with the club.
I liked the old school feel of the game, and the visuals were pretty coherent. I also loved the crunch machine at the end.
The mech part was a bit weird to me because it didn't really have a big challenge to it yet I still kept taking damage. I think what you could've done there is just make the enemies appear from the front or something to make it more skill based and to stop the player from taking random damage. Still though, it's really impressive that you managed to get basically an entirely different game into the main game, and it worked well as a refreshing variation.
Overall, really well done!