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Protocol 307's itch.io pageJudge feedback
Judge feedback is anonymous.
- GDD: The document seems good with the early gameplay designs and explains how the mechanics work. Good to include credit for assets and to include the development timeline to showcase the game's state. Honestly, the document could use some images under the Art section to showcase the thoughts of the art style/art design. Game: Good with the splash logo. The main menu screen being the terminal interface is genius. One could put some secret commands there and no one would know. That being said, how would this work if one doesn't have a keyboard if the game is mouse-only as described in the GDD? Good minigames and pacing of the game. The tutorial helps with understanding the minigames' mechanics before the timer shows up, and the whole game feels a little too quick for a game, but that is the nature of game jam games. If I have to nitpick; probably would love to see a setting for volume, colorblindness, or the option to just enjoy the minigames on their own without the timer, since the minigames are fun.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/15hooaFibwyShzYHajHhhRK8rHX_UixCrzd5PhiKuGV0/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Protocol 307 is a simple puzzle based game where you (an AI controlling an armed bomb) defend against an NPC that is attempting to disarm you within the time limit. Keep the 6 modules on the bomb armed until detonation in order to purge the facility and its inhabitants.
Please explain how your game fits the theme:
In this game, the player is literally the weapon system defending against an exterior force to disarm it. At its core, the mechanics of this game are about trying to stay alive until the end of the timer. However, this time, the player is acting as the antagonist of the setting, attempting to destroy the NPC and the world around it.
Is there anything you'd like the judges to pay particular attention to?
Let us know what you think of the difficulty scaling and pacing. We had a lot of ideas we couldn't implement in the shorter time limit (See our GDD for more info), but we wanted to make sure it was somewhat well-balanced for this prototype.
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Comments
Having narrative reason to take the player through one round of each screen at the start before the real game begins was a great move. It served as a great tutorial allowing the difficulty to scale well without it seeming like a forced tutorial. The narrative seems intriguing too, and I would love to see more of it.
Well done!
Thanks for playing! I'm glad you thought that way about the tutorial. we hoped it would come across that way during gameplay.
Had a lot of fun with this one. Reminds me of those analog horror videos, but in game format. I really like how the tutorial/intro part of the puzzles helps me get familiar with the game mechanics before throwing in the timer. Also it was super fun seeing the little guy from all the different camera angles. Good job!
Sorry for the late reply on this, but thank you for checking out our game! glad the tutorial/intro worked how we were hoping it would. If we had more time we would've animated the guy a bit more!