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Idols Watch | Истуканов дозор's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Narration | #16 | 3.282 | 3.636 |
Theme | #18 | 3.118 | 3.455 |
Overall | #19 | 3.036 | 3.364 |
Originality | #23 | 2.626 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Очень хорошая игра. Но я играла по-англиски, потому что я не так хорошо говорлю по-русски.
I thought it was a wonderfully paced story and I liked the payoff at the end. The voice of the narrator and the sense of place and character were spot on. Great fun.
Thank you for the kind words. I wish you luck with your learning of Russian!
Whenever I see midjourney art I get worried the text will be generated as well... Very impressive to have this in two languages. I think the structure of the story (not knowing what happened despite being the person it happened to, and even then not really knowing), and the choices were varied enough that it didn't feel like a linear story.
Thanks for your reply! I think the AI-art won’t go anywhere now. It will become more and more common.
Well that was a ride, start to finish. I found myself very engaged with the narrative. Creepy as.
Thanks for your reply!
Familiar setting, and pacing of choices was nice.
I was reminded a bit of the example game "The Intercept" when I played it, and the expectation that generated in me was of trying to get out, or to achieve a goal.
Then, I realized the focus of the piece was about recalling an event. But then, I didn't feel like my choices mattered, as they either determined circumstantial properties of the event (time of day, "how" of performing the same operation) or the order of what I got the story in.
I felt like hearing the main events second-hand made me less invested in the story, especially as I couldn't identify any stakes in the immediate setting (again, my headspace was put into "The Intercept" as a ref - I found myself expecting danger/a goal, then didn't discover one.)
That said, I found the pacing of text-to-choice nice, and I never felt like I was hit by too-large walls of text; I felt like I got choices at the right timing, and there were never too many that I felt overwhelmed.
Thank you for your reply!
Actually, you’ve caught the main idea perfectly right: it is more of a kinetic story with partial variability than a game with a high player agency. I look with an awe on people who manage to create complex mechanics with such an unusual language as ink. Never could wrap my mind around this)
I like the conceit of the narration and it's a good, tense military horror story. But I think the choices weren't always effectively used--a lot of the options were just choosing which order to make two statements in and I don't think we really need a choice in those situations.