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A jam submission

Warrior SpiritView game page

A very short game made for the Linux Game jam 2018
Submitted by HadBabits — 54 minutes, 11 seconds before the deadline
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Warrior Spirit's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#252.0412.500
Art/Aesthetic#301.6332.000
Gameplay/Mechanics#311.4971.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Dependencies
None I'm aware of

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Comments

Jam Host(+1)

Note that this feedback is based on the build(s) available at the end of the jam.

I found myself enjoying the fuzziness and uncertainty of the visual presentation, especially when it came to interacting with unknown characters and objects for which it would be possible to infer context for afterward. These moments of realisation can be powerful, but I feel that across a longer experience, it would be very easy to overuse them.

Without more context, the plot feels a little gratuitous and likely sits outside the bounds of my personal tastes, but it's got a sense of weight to it and in that sense is structurally sound, providing that it leads into something that makes that weight resonate.

The presentation of the sword duel before the main menu feels at odds with the rest of the game, but is evocative in its own way. If it's intended to be a splash screen that's not related to the game, it doesn't feel like it carries enough identifiable branding for that to carry through.

I think you've got a good start here, even if it's not my kind of thing.

Thanks for your submission and best of luck with the project if you decide to continue working on it :D

Developer(+1)

Thanks, and thanks for the nice comment about it in the round table discussion as well :)

Actually that whole fuzzy level was never actually planned, save for the fight at the end. I ended up slapping that together on the last day so I could put out some kind of experience. And seeing the positive reactions made me realize it's better to slap things together in the first place, especially in a jam :B

The beginning cutscene depicts the death of the real protagonist, who now hops from person to person as a spirit. People thought the fuzzy graphics represented memory, but within the plot the protag's mind is in a state of defragmenting after death scattered it; so in that level he has a lot of trouble understanding more than the basic shape of a room. The style depicted in the outro is how the game was going to be afterwards; simple monochrome colors with curtains instead of walls (a bit Twin Peaksy).

I might revisit the project one day, do it from the ground up. However, I don't plan on spending more time on RPG Maker MV; I enjoyed the limitations initially, but it really does fight you if you're creating anything other than a standard JRPG. But now that I've strengthened my game-making resolve I've moved on to Godot and an even stranger project; so hopefully I'll have a more complete experience for you in future ;)

Thanks again ☮️♥️

Submitted(+1)

Lol... You got further with RPG Maker MV than I ever did. Pretty dark start to a game. The graphics... well... to be honest, I initially thought there was something wrong with the game. They look like garbled messes, to be honest. I know the effect was supposed to be the character was in the dark, but still.

That said... this opening looks like the start of what could be an interesting RPG.

Developer

Haha, yeah. I liked the restrictions initially, but the engine is so hard bent toward standard JRPG's (who'da thunk :B) I think I'll leave it for now. I think I'll look into Godot next, since the python-like GDScript sounds appealing, but we'll see.

As for the graphics, yeah, it was going to be a Earthbound/OFF/Lisa kinda RPG;  obviously I didn't get too far with that though.

Submitted(+1)

Hey! Because I don't know where to begin with rating a game, I just want to tell you that I played your game.

I really liked parts of this. I picked up the item that we don't get to know what is, and it really worked in such a way that I spontaneously used it when informed about it, which fits with the narrative. Because I got the feeling of "oh no. I get what I actually did".

However I disagree with your choice of subject matter for a Gamejam. There's not enough time to explore something like this. So it just depressed me, and made me concerned that there's someone out there, suffering over such an experience, while I don't get the satisfaction of a good story/experience, for going through it, because it was made in Gamejam time.

Your decision to make everything a noise texture, but still discernible and colorful, was enjoyable.

Developer(+1)

So happy for your feedback, though apologies for depressing you XD 

Yeah, as usual I planned way more game than I made. Weirdly that 'key' puzzle was a last minute decision; originally you just started out in that fight with even less context. I never actual got to my intended Lvl1, which involved possessing a child, having to argue, and lose, to your parents, and win by ending the night with a good video game (some kind of lesson on minor victories or something).

The 'cop' was going to assign you to help people win their battles, after he opens his jaw 180 Degrees to reveal a spirit flame thing inside that's actually controlling him. The noise idea came late but worked out really well since it adds to a sense that from the spirit's perspective, having a noncorporeal mind, his world is hard to decipher, hence not recognizing the knife. Later the game's walls, as shown in the end, were going to be curtains (possibly organic veiny ones...), to give the idea that your mind is filling out blanks where it can.

This game was going to be fucking bizarre, and pretty dark. I feel like the former would've offset the latter and the tone changes; the 'cop' was going to be quite enigmatic and cheeky; their relationship itself was meant to be part of the backdrop. The game originally ended with a battle with your mirror; as an insecure person trying to meet their own gaze; and winning.

The game evolved into something very introspective on my part. I gained some more insight on how my ambitions falters at my anxiety and depression; Despite getting very involved and excited in this, I found myself drained quite a lot and unwilling to work on it. But in hindsight I think this is the most completed project I've made so far. Realizing the development of this 'game' in itself was an improvement to my abilities and personal growth was probably what kept me from quitting, rather than trying to have something to turn in.

^And if you made it through all that you've done me 2 kindnesses now X'D