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Creaptive Heart's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice Vote | #1 | 4.899 | 4.899 |
Ranked from 228 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
RPG Maker XP
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Comments
ficar classificado muitas vezes funciona???
Vim pelo vinzaum do bigadaum
vim pelo chinchila
Vim pelo Game Chinchila e pelo Vinzaum
vim pelo game chinchila <3
Hello, everyone.
First of all, we'd like to thank Game Chinchila's Youtube Channel for showing our work to a wider audience.
When you focus on storytelling, the visuals and mechanics of your game can become an obstacle - most of the people do judge the book by its cover, but we believe that the power of narrative can overcome the first impression. To the Moon and Undertale are good examples of that. I mention those two games because, even though we're not at the same level, I like to believe that Creaptive Heart belongs, at least, to the same "class" as them.
==//==
Second: we received a Gameplay/Review video by Silversatyr, which I'm really grateful for. Not kidding, we actually like heavy criticism, because mechanics and tutorials can be easily adjusted, but in order to do so, we need people with different perspectives to point out where the game fails at delivering its message.
Let's talk about the apples: To me, in games, apples are food and food is Health - the fact that you can't pick'em up implies this, given the fact that you start the game with full health. That being said, the power of narrative can twist the player's point of view, as stated by Silversatyr in the video. There was a failure in communication, when the mysterious character said that you, player, had to feed the pigs before killing them - When going into Spoiler territory, I could explain the meaning of "Feed", but to the player, at that moment, it could only mean that getting the Apples would be the focus. And, of course, by doing so, the game leads the player to death.
This alone shows how important is to receive feedback from people that are ready to tear you down if they need to. But I admit that it kinda frustrated me seeing the end of review after the first death. Silversatyr, if you're reading this, I'd really appreciate seeing this kind of true criticism towards the story element - it's always been our main focus, but of course, the decision is up to you.
The testers had no problem in the combat sections, also, when we see people beating Souls games with no gear, for example, we tend to think "Okay, we could raise the difficulty a bit", but I ignored a big detail: our testers were Developers, people used to the action combat in RPG Maker, they know my style because they know me, and that blinded me to the fact that Creaptive Heart doesn't feel like a game in which the player should be always on alert - but it is. Now it's up to me finding a way to show that to the player, and I promise I will do my best.
Game Chinchila brought me here too. Nice game!
this game, oh dear GOD this is a fucking good game I really liked this game, make me feel like a mind blow in the end
The game starts out fairly good. The graphics are well used and the diorama's are really cool. The whole aesthetic is pretty great, honestly. The gameplay consists of burning stuff down and figuring out the meanings behind drawings left by some no-name artist.
There are issues, however. For one, you aren't told how to burn shit down (or that it's something you need to even do). Instruction on how to play a game is something that people should always put in a game if there's something different added to the mix. For two, the gameplay suddenly changes without warning and you can die very, very fast before you realise it.
See, I got that I needed to kill the pigs, but we'd also been told to fatten them up. Considering we could interact with the damn things before this message, there was no way to correlate that to 'Pigs will now kill you'. So I tried collecting apples to fatten pigs with. No go. I tried interacting with pig. Game over.
Yeah.
Ultimately a nice looking game but it needs a bit more explanation about shit. It has promise, though.
Thanks a lot for giving the game a try. We've been developing turn based games for a long time, but all the Action based stuff is new to us - we're aware of all the mechanical problems present in the current version - they're being improved since the release to give a more intuitive feel to the player.
We sometimes try to give the player the chance of discovering things by themselves - the fire key, for example. We follow the rule of "The less tutorials, the better", it's risky, but also helps us improve our skills in "Show, don't tell". But, of course, it's hit or miss in most of the cases. I'm sorry that your first experience with the game didn't go well - we'll definitely take into account every design choice that we've made in the wrong direction and try our best to improve them.
==//==
Again, thanks a lot for your feedback =)
It's all well and good to show instead of tell and remove tutorials that aren't necessary, but when you actually change gameplay choices - like, say, making a previously safe mob start attacking or giving an item to use in order to progress - you need to tell the player about that. Else they get annoyed and upset that the game is suddenly changing without letting them know.
That is, you can't just change the 'rules' half-way through and expect a player to be okay with that if you don't actually give them a heads-up that things are now different for them. It's straight up bad design choice. So, sure, remove unnecessary tutorials. Don't explain things that are pretty much straight forward. But inform them when you are changing shit. Or show instead of telling, if that's your hang-up. Have a pig chase you from a room and then have the character ask wtf changed and why they're suddenly aggressive.
Keep it in the game 'dialogue' instead if you must, but at least 'show' if you're not going to 'tell' in a way that the player can understand without having to die first.
The first stage of the Game was a disaster, I have to admit. I actually tryed to warn the player about the game-change with music (When the time comes to fight the Pigs, a Battle Theme plays on the arenas), BUT, I completely ignored the fact that the music starts with a huge delay, which will leave the player vulnerable for enough time to be killed.
Going into Spoiler territory, I'm thinking about changing Elisa's Attack from fire to a hammer strike - which would make a lot more sense considering what the Pigs represent. And by the time I make the changes, I'll definitely add cutscenes showing the rules - and change of rules - to the player.
Again, thanks a lot for your feedback =)
Game Chinchila brought me here. Great youtube channel.
GameChinchila
vim pelo Game Chinchila.
O Jogo é muito bom,tem uma bela ideia e espero mais desse jogo, is a amazing game!
Amazing game, i'm gonna play now!
great game!!!! starting now and palynd till the end!!!
Amazing work! This game made me think about art, loneliness and life itself. The concept about the drawings is unique! I had never seen anything like that before in a game.
Great visuals! I'll play it later, but I know your writting... I'm sure it's gonna be epic!
I'm playng now, and I'm enjoyng a lot!!! Tks!!!
I can't find the candles for the life of me. But it's really good so far! The paper backgrounds are unique and the boss fight song is catchy. The main character is kind of being a brat, though. Do your chores properly and go to the dang job interview!
The candles can be found at the basement. There are 3 spots in which you must look, and the candles will be at the last one (One of those classic nasty Dev tricks, sorry ^^")
Thanks a lot for playing and commenting.
Haha! Yep, Elisa is not a nice girl at all - I hope to show more of her true self in the next chapters, if public reception goes well ^^