Play Narrative Game
RATIONALE's itch.io pageType of Submission
Visual Novel, sort of Papers Please-esque
Genres
Narrative, Visual Novel, Sci-fi
Is this a solo jam or a group submission?
Group Submission
Permisions
Yes
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Comments
The art is great. The setting is horrifying. The music is appropriately oppressive. I thought the characters were well-written, they all had their own voices and personalities, none felt generic.
I did quickly find myself yearning for a clear game-mechanical dilemma when I approved rations. It meant that I only approved rations, because unless I can see the water disappearing before my own eyes (even if it's just a number representation), or if I don't have a supervisor breathing down my neck scolding me for being too soft, I just don't feel any reason to choose the harsh-but-necessary option.
But I'm guessing that lack of feedback is due to running out of time. I am curious to see how this game might develop in future!
Hi Skataklysm! Thank you so much for letting us know.
Our original design was to have dwindling water supplies each shift. 6 on the first day, 4 on the second and 2 on the last. We sadly ran out of time :')
Thank you for trying it all the way through though!
Thanks for your feedback, as my teammate said we run out of time. This is a preview of what's it can be, and I your curiosity will inspire us to upgrade and took it even further.
Your idea is not as far as ours, and it will be a nice dilemma to the player having something that blocks some actions.
Hope you'll give it another try when we add some new gameplay features, meanwhile good luck with your work.
Glad you thought it was appropriately oppressive :D
This game smells like this song!
The water situation, the (very well done!) expressions of the characters, the agony, the certainty of an end, and the control over the uncontrollable. The state of the station and the protagonist himself is a good reminder of the Tocquevillian dilemma, where despite the existence of freedom, the sacrifice of liberties for equalities is a zero-sum game. You end up nowhere; you’re not equal to others because being equal is a choice, and if it’s not a choice, then you’re not free. And if you’re not free, you can’t be equal, because without the free decision to cooperate, it’s not stability, it’s oppression.
As much as the music was very good, I turned it off and listened to this music on a second play to test choices, because I understood, after the first time I played, that I’m not participating in something; I’m witnessing an end—melancholic, futile, broken, and most importantly, hopeful that it could be different. A genuine faith that it can be different, because reality has already decreed that it’s over; too many things have been spoiled, and you can’t fix what was born flawed. My sincere congratulations to whoever wrote and directed the art and the story of the game, I'm sure if had more time, it would be even more incredible. It's in my top 3 favorite games and this was the last Jam game I played :) So I had a lot of cool references and I still really liked it.
Hi Kaiser!
Thank you so much for all your kind words and thoughts on the matter! As a breakdown of the team:
Randos - Programmer + Lead
Me (lol) - Writer
DonkeyDew - Character Art
Yosharoos - Background / Scenery Art
SINB4D - UI Design
MaximilianX - Composer!
Should the game develop further, I'll be happy to let you know too about its continuation!
Was there anything that made you turn off the music for the second run? Just curious. Maybe I could've added more motives or made it a little longer? I was trying to go for an ace attorney/papers please kind of vibe if that helps explain. I would love feedback on it!
Why I feel that the initial atmosphere of tension/uncertainty/intrigue in the second playthrough was incompatible with what I was experiencing. This music came to mind because I was witnessing a hopeful effort, not something torn between right and wrong. To use a real analogy, it’s like people who decide to protest against gasoline cars by sitting on highways to raise awareness. The intention is good and very noble, but it’s impractical due to government structures, social inequality, inadequate fiscal incentives, and the minimal social consciousness of the average blue-collar worker, who needs to worry about eating, sleeping, and having quality entertainment more than the planet because they can barely survive, let alone protect the planet. Does this make the protest useless or invalid? I don't know, but it's beautiful because these protests have people who are in exactly this situation and spontaneously decided to try to do something. Will this achieve results? I don't know. Does it have any impact? I don't know. But these people keep trying. Rationing water, in the second playthrough, I realized that I was continuing to attempt something impractical both structurally and socially, but that I would be there to try because it’s an act of melancholic hope rather than a structural push for results. Whether approving to give people more energy and strength to improve the observable world or denying to control the resource for crisis situations and individuals who can make a difference with little instead of the collective that needs a lot to meet expectations, both convictions are an effort to believe, to trust, not to know.
I really liked the art style! Also it is very cool that the story is not just a story but rather a part of something more: you can see that there is lore behind all these characters and events they speak about.
I also enjoyed the remarks you give about the characters and it is really interesting to get in conversations! Though sometimes it seemed that I don't get that well what all the topics that the characters were discussing :D they surely know much more than I hahah
Also the game ended abruptly on the second day: one of the characters left and nobody else came; I am still sitting at my desk waiting for someone :D was it intended or did I stuck on some king of bug?
Very fun experience!
Hi Littoralie! Thank you for the kind words!
I think what you encountered was a known bug we're trying to solve atm! Sorry that it cut out the experience of the second day for you!
Hi thanks for reporting the issue, now the bug has been solved.
Some files causes the game to block itself because it can't locate the next guest that have to come in; the bug is being fixed and will be uploaded when the jam is over.
We didn't have founded this bug, for the lack of time, but the fault still is on us. I hope you will give us a second chance when the HOTFIX will be available.
We appreciate your comments, and we are happy that you had fun despite the problems
Rationale - the title suits the gameplay experience - what is the rationale behind choosing to give or refuse rations? Making such a judgement is never easy. Detailed world-building, sharp and distinct character design, vivid personalities: it's all well done.
I played till what I felt was a significant extent, and I don't know if I missed it, but I couldn't really get a lot of informed feedback; there did not seem to a visual depiction of external parameters that keeps shifting according to our choices, and a tangible representation of exactly how limited the rations are. What happens if I say 'Yes' to everyone? It's quite possible it's because I didn't play it enough, though. Since the characters are recurring, maybe the previous choices I made with regard to them reflect their current behavior and demeanor?
Either way: it's such good efforts, your group seems to have build a whole universe!
Thanks for your feedback, it's very detailed and precise.
Our goal was to show off this "universe" as you wrote, and create a nice environment for the players to enjoy and learn.
Unfortunately, for the lack of time and scripting issues we didn't implement so much content as we wanted too, such as art. But reading you enjoyed it even with this put a smile on my face, and to all the team I can assure you.
To answer your question: "no there aren't choice that lead to different dialogues and scenarios, so you can say yes or no to everyone without ripercussions", but we'll be the focus to achieve that after the end of the judgement.
Hi! Writer here, just adding some extra info!
So for the choices, as previously mentioned, we couldn't add it in due to time constraints, so narratively it instead serves a purpose of choosing who lives a comfortable life. In the future we'd like go add more feedback, however, narratively we also felt that the thematic choice of "your choices don't matter when the world is to burn" was another avenue to explore. I wish I'd put more emphasis on that, but alas, another time!
Thank you so much for your feedback, we're extremely grateful!
"Your choices don't matter when the world is to burn" : This nihilistic approach can be so interesting too, but I am sure it's not at all easy to pull something like that off without making things too frustrating for the players, but can be very interesting if well-executed. And I completely understand about the time constraints - good luck to you guys in taking this further, it looks so promising so far!
I agree! If we had more time, I'm sure we could've figured it out! But the nature of Game Jams are difficult, but that's the fun! Thank you so much for your honest criticism!!!