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A jam submission

Welcome To The Resurrection (IGMC 2022 Entry)View game page

Submitted by mobiusclimber — 1 day, 6 hours before the deadline
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Welcome To The Resurrection (IGMC 2022 Entry)'s itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice#792.9172.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(1 edit) (+1)

I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:


Overall score: 5

Well written, but I feel the subject matter was handled in a somewhat tone-deaf manner. Also, every person on the plantation working was black, but there was no in-game reason given for this, (there were also poor white people who were convict leased) so it left a slightly bad taste in my mouth. Also, some of the assets weren't really meshed together well, and the pacing was off in the stairs scene (dragged on far too long).

Developer(+1)

By the 1870s 95% of the prison population of the south was black. Laws were enacted targeting freed slaves in order to incarcerate them and put them back on the plantations they'd been freed from. Now, I play fast and loose with history in this game, but please understand that every decision I made is with purpose. The plantation owner is a racist who, while he might enslave a white person, would not choose to kill one and turn him into a zombie. He even disagreed with creating a living zombie of a white woman (in his own misogynistic and racist way). He only attempts to kill the protagonist (a white man) bc you the player have decided to fight him, but that wouldn't have been his choice. He's trying to make the protagonist his right-hand man. Now, I didn't mean to suggest that no other races were subject to convict leasing, but the entire first half of the game explains why the protagonist has found himself in this predicament and should, with some thought, explain why many freed slaves would have no way of getting themselves out of it. Neither he nor his family could pay his way to freedom. In fact, the game is set in Florida, which outlawed convicted leasing after the death of a white prisoner who should have been freed instead. His family sent the money to the prison to secure his release, but it was likely stolen. I think it's telling that it took the death of a white man to end convict leasing. Many, many black people died in the harsh conditions they were thrust into, particularly in Florida, which was said to have had the harshest conditions of any state.

I agree with the rest of your assessment; however, I'm not sure exactly what to do to fix the issues. I've thought about adding an interactive flashback during the long cellar speech, but I'm not sure what that would entail and then the player would be playing as the antagonist, a truly loathsome character. I could try to shorten the speech, but that would only be to condense things. I don't think there's any information I could remove that isn't necessary to the player to understand exactly what's happening. It's certainly wordy, tho, so I'm sure some of it could be condensed without losing anything. As for the graphics... unless I hired someone to make them, they're kinda the best I can do.

(+1)

Whew, you crossed into some tricky territory there mobius! Respect for all the clever things you did with the eventing. Sometimes it felt a little off in ways that often hindered the experience a little bit. For example the driving past the fields, the crops closer to the viewer should appear to move faster whereas the farther ones would appear to move slower. Or the hands coming in to open Ms. Amaranth's cloak to get the bone. Really clever stuff, but I think the hands were rotated in the wrong way.

The music and ambiance were well done and really built the tension. A bit too much reading though, without gameplay to break it up. Those stairs felt extremely long, and although I was interested in the story and the writing was pretty good, I felt the need to get to a game. It also felt like there was a clash in the tone. Some of the attacks were kind of jokey, whereas the game felt more dark and serious.

Nice, creepy take on the theme though! You went in a much darker direction than most, and it's cool to see you take that risk.

Developer

Thanks for playing and giving great feedback on the game! I wasn't sure how the parallax layers were supposed to move so I messed around with it til it "felt" right, but it never really was how I thought it should be, and now I know why! I tried to find ways to break up the staircase speech, and if I had had more time I probably would have shortened the stairs and tried to condense the info a bit. I also just ran out of time. And the part after where it ends would have been more gameplay. But the game isn't really meant to be an RPG or to have a ton of puzzles, more like a choose-your-own-adventure book in video game form. I know I need to work on the tone... I wanted to add a little more humor throughout to break up some of the longer stretches of heavy speech, but I just kind of went with the first draft and that's just how it came out. Eventually I'll rework this into something better. I actually had ideas for all three of the theme words and I'm planning on making a three-in-one game based on that. I gotta finish something else first, but I'll work on this when I need a break from that. Thanks again for the great feedback, it was really helpful! :)

Submitted(+1)

Loved the cinematic introduction driving past the fields and the tense walk down the stairs. The strength of this entry is definitely the writing  - to the point that the RPG battle feels a little tacked on at the end to me.

Very intriging plot so far!

Developer (1 edit) (+1)

Thank you so much! I'm glad you liked it! I tried to design the battle to have a little bit of strategy, but not be too tough to complete since it's a game jam entry, but the story itself will have a few fights in key places. I plan to finish the game at some point (I've already finished one new area and working on more), and the decision at the end of this demo splits the narrative in two, so this fight is definitely important, but maybe making the actual fight optional would be a good idea if the game attracts more of a visual novel/adventure crowd who might want to just skip the fighting entirely.

Submitted (1 edit) (+1)

Nice work tackling a very sensitive topic with relative care! I liked that the player still felt like they had a little agency within a pretty predetermined narrative and think some of the artistic choices made were interesting and unique. (Random tips for GIMP resizing, since I saw you mention it in another comment -- if it's pixel art, make sure you're scaling to a whole number (200%, 300%, etc.) and turn the interpolation to "none." If it's not pixel art, that's not going to result in the best results, but just a few things to try!)
edited: typo!

Developer

Thanks for the kind words and suggestions on GIMP. I'll have to keep my eye on the number from now on. But usually the issue is rotating sprites. For some reason, that just makes them look heavily pixilated. I'm going to have to watch some tutorial videos or something, but I kind of did this game in a hurry. It's the first time I tried making such heavy use of GIMP in one of my games.

Submitted(+1)

Oh yeah... Rotating can definitely be a nightmare. It's often easier to redraw the sprites completely than using the arbitrary rotate -- I know I have spent many, many hours meticulously trying to redefine a rotated sprite.

Developer

I'm sure at some point I'm going to have to learn how to draw sprites, at least to the point of being able to fix up stuff like that. My next task is going to be figuring out how to make sitting sprites LOL It seems like every game I make I need them, but I eventually just give up bc they look so funky when I try. XD

(+1)

This narrative is like going through multiple layers of onions as it get darker and darker towards the rotten core. Normally my illiterate side glazes over text too fast but I slowed down and enjoyed the uncomfortable ride lmao

I didn't get the references though, oh well.

Developer(+1)

Thanks for playing!

(+1)

Wow. The subject matter is very dark in a way I didn't think was possible. The decisions I made felt like they had weight, and as the story progressed I was drawn into it more and more. 

With just a bit of polish (sprite resizing, adjusting camera angles, pulling back on walking and chain shaking sound effects) this could enhance the game beyond great and into best, IMO. 

I really appreciated the movie reference too, as a fellow fan of classic horror.

Developer(+2)

I had forgotten about the movie, having first heard of it and then watched it as a teen due to liking the band White Zombie, so it was a trip when I started researching the origins of zombies and stumbling across the movie again from that. I got the idea for the game from a YouTube video positing that the end of slavery in America didn't really happen until the 1940s when convict leasing was outlawed, and having remembered that originally zombies were tied to Voodoo and slavery, I knew I had to make a game about it.

Thanks for the kind words, and I'm glad you enjoyed the game. I'm still trying to figure out how to resize/skewer in Gimp without getting terrible distortion. XD It took me forever to cobble together the artwork. If you're interested, I plan on continue to work on the game, so I'll be posting updates on my itchio page in the future.

Submitted(+1)

The style of writing being used for this is interesting. I am quite engaged in reading the dialogue and how the characters end up the way they are. The story took a pretty dark turn. Granted, about 65% of the way through the reading got a lot so I got kinda fatigued and just wanted a bit more gameplay.

Overall, an interesting entry that kept me hooked in terms of the plot but the overall presentation feels a bit slow and the reading ain't for everyone.

Developer

Thanks for playing and reviewing! I'm sure it's going to be too much reading all at once for a lot of people. I think the only thing I really could have done was pared back the dialogue, as a lot of it had some heavy flourishes that made it longer than absolutely necessary. I was kind of going for slow so that the horror would punctuate that, but I think it could feel boring to some or just be too long and drawn out.