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This Is NOT Your Story's itch.io pageBootcamp Track
Treasure Hunter
Devs practicing gamedev while considering marketability
Reference Game
http://"no reference game used"
Bootcamp Discord username
Blajh
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Comments
Hey man we chatted about this in the Discord, but I feel it would really fly if you designed cards in a Lovecraftian style for the bottom card choices, and then you just need to develop the mechanics to make the events relate to the main character in a more definitive way (i.e. the story paths that each event triggers have a more solid grip on the actions and reactions of the character and the relationship between the two things - player and event). I think you can do this by basically giving the player a deck of cards they can use to effect the events and choices. It could just be like 3 cards to start with.
I get the idea is way more complicated than you can achieve in 3 weeks, but you should persevere with this, the atmospheric music, fonts and awesome writing are awesome and I think this could really be something cool. Keep going!
Thank you for the feedback and support. I appreciate it <3
Awesome presentation and ambiance :) Here are my points:
- Unless I missed something, this strikes me as closer to an interactive experience than a game since there are no goals;
- I failed to see why I should care about what happens to any of the characters, as there doesn't seem to be any stakes or consequences to anything;
- The game doesn't seem to have a fail or win condition, even after a character died;
- Assuming I'm trying to keep the characters alive, I found it hard to anticipate how the events would impact these characters based on the stats that felt pretty cryptic;
- It seemed there were more characters arriving after one got to 100 health, but couldn't understand why;
- You have a nice setting and sort of an interesting twist here, with little more work on defining how to make it a game with goals and consequences, I think you could have something original and interesting;
- Bug, the music doesn't loop.
Thank you for the detailed feedback and support. I appreciate it <3
I agree with most of the other comments here. Great atmosphere and story, but confusing objectives. I also appreciate how hard a story-driven game can be to make fun. As you can see below my comment, I also worked on a story-based game with very little gameplay. :) But definitely great that you took it all the way to this point and published it!
Thank you for the feedback and support. I appreciate it.
Here are my thoughts:
Overall, the premise is brilliant, and you could make a hell of a fun story-driven game. But I don't think this game meets that expectation (see the bootcamp video about the 'high jump principle'). Here are more detailed thoughts:
1. As the player, who am I playing here? The people described in the first row? Or the people depicted in the events below? Given the game description, I would expect the narrative describes the main character story, and at certain points we decide the NPCs behavior to affect the player's story.
2. What are the consequences of my choices? Games have a gratification/rewarding factor. Right now, I have no clue what each of my choices is doing. For example, new characters appeared in the first row. Why? Because of what I did or chose? Part of game?
3. The events repeat or both events are the same. What does that mean in terms of the game? Did I make a decision that led to a loop, or is the game is intentionally limiting my options to move forward?
4. It took me a couple of passes to realize the characters in the top row have an HP bar that my event choices affected. Do not hide the HP attribute at the bottom of the card. Put it prominently, probably with a bigger and more notorious font/color.
Thank you for the detailed feedback. I appreciate it.
Hey, well done on publishing your game. I played an earlier build and the visual improvements are really good. I think you found a really intriguing style, but like others I just didn't get it. It's not the controls, that's pretty simple to get, but more so the consequences of my choices and the seemingly randomness of the prompts. I found that after a while I did not care what choice to pick because I didn't feel I could meaningfully affect the characters or narrative, resulting in the eventual death of all my characters.
I think there is potential here. Your writing is intriguing and it is an interesting idea. I appreciate you are not intending to return to this project, but in case you do, or you do something similar in the future I think this kind of game could benefit from a branching narrative, and making it a bit more apparent how stats affect gameplay.
Thank you for the feedback. I appreciate it.
Congrats on getting this out there, I bet it wasn't easy!
This is probably one of the most out there games submitted so far, and I actually like how zany and unique it feels. I see there's a lose condition where everyone loses their HP, but I haven't come across a win condition yet. The characters' stats change depending on some of the choices I make, but I've found myself getting their HP to 100 for a while and I just keep making choices but there's never a win scenario, I don't even know how to win. So there's a state that's missing clarity.
Speaking of stats, I'm intrigued by them, and although I don't know how it works exactly, I noticed that some of the more crazy events will push a character to the breaking point, but also make them more inquisitive and determined. I also noticed that as I start making choices, the card titles start getting bigger, and if I continually choose the events with the larger titles, I can ensure that the NPCs will live by healing and raising their HP to 100. After that, I'm at a loss on what to do.
I've reached a point where I have a party of three NPCs and just keep choosing the cards with the larger titles, and I just keep going and going with no end in sight or major change of state. Like, it's just hard to understand what the progression is.
All in all, this is a very interesting and intriguing experiment. I understand you won't continue with this project, but you've definitely struck upon something here!
Thank you for the detailed feedback and support. I appreciate it <3
The writing is good but I agree with some of the comments that its hard to tell exactly what's happening (maybe because its not finished?). It might be nice to have some artwork appear after you make a choice to help tell the story to the player or perhaps a choice tree so you can see how you're progressing. Look forward to playing it when its complete
Thank you for the feedback, I appreciate it.
Hello Friend. Like @Jehudson ,i didn't understand what i was supposed to do. I like very much the Atmoshpere and the Graphics and i believe that the game has a lot of potential. I Feel I was playing a Text Adventure of 80s with the difference I didn't understand what was happening. I wish you good luck in your game.
Thank you for the feedback, I appreciate it.
While I enjoyed the gothic/horror vibe, I didn't understand what I was supposed to do or what my goal was supposed to be. I pressed O and P but the provided text didn't seem to have anything connection to the previous text. It seemed a lot more like a random gothic horror scene generator than a game.
Thank you for the feedback, I appreciate it.
I'm enjoying the Lovecraftian vibes in this, the writing is fantastic!
Thank you for the feedback, I appreciate it.
Hey, man! This is a super cool idea! The mood and writing is spot on. The text snippets are just fantastic, to the point where if any of them were synopsis for a lovecraftian tale, I'd love to read it! The biggest difficulty I had was understanding how exactly I was affecting the game state, so that I could balance the options and make a bet on one of them. I was usually like "hmm ok, option 1 sounds intriguing! Option 2 sounds intriguing too. I'll just pick the one I find the most intriguing and would like to know more about". There are many cool ways this could be developed - the Reigns approach would be making the stats more easily readable (ex. a visual bar) and text consequences more directionally clear, even if the intensity was unknown (so that there is some gambling factor made possible from understanding the stakes and possibilities). Connecting previous choices to follow ups also sound rewarding! Anyways, I know you couldn't finish in the initial timeline due to stuff out of your control, but I really appreciate the effort and the fact that you submitted for others to try it. Cheers, mate!
Thank you for the feedback, I appreciate it. Looking back I feel like I underestimated the complexities of the underlying systems that would need to be in place in order for it to sing. It's not even the systems that I find problematic to build. I discovered that I am not enjoying content creation (story) and felt that I lean more toward systematic games.
Thus, I will probably not be finishing the game. The amount of time I would need to put in the project does not feel justified against:
I still think it was a good learning experience in terms of to be more careful around game concepts where you don't have experience building the fun factor.
In hindsight, I might have to go with a different path next time around. Might need to first establish my fun-building skill as well as completing short projects before I try to "innovate", since the unknown always takes up more time than we anticipate.
It's hard to pinpoint where I went wrong, which is a bit frustrating in regards to "how to get better?"
Yeah, I went down a similar path as well. Fairly similar type of game too. Content just felt bottomless. I thought AI could fill the fluff but really it's one of those things where you spend a 1-2 man days writing 10 minutes of gameplay worth. I would say that building the content generation engine is a really big part of the genre. I actually built a tool for it, which was a big part of holding my sanity throughout the bootcamp.
The game reminded me a bit of Cultist Simulator/Book of Hours, which I loved. It's a bit of a puzzle, the hints are unclear, but spotting patterns in how the cards match, you'd figure out which cards to play.
But do let me know if you want to work on something together next time. Seems like we have similar tastes and approaches.
Did not get to finish it in the initial timeline.
Hope to be able to add more content and polish in the upcoming days.