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A jam submission

They Are UnworthyView game page

You are the judge...
Submitted by Grayvox (@GrayvoxDev) — 4 hours, 46 minutes before the deadline
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They Are Unworthy's itch.io page

Judge feedback

Judge feedback is anonymous.

  • I enjoyed the game. It reminded me of Papers Please. The dark artstyle fits the theme and as you are the person making the choices of who dies or not does feel like you are the "weapon." The music fits the ambience of the game and makes it stick out. The scenarios worked well with the theme in having to decide if someone actually committed an action or not.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1z6Qc6VnrEXwnWbgl8XLMIZbtxze26AXV/edit?usp=sharing&ouid=100608804774262881322&rtpof=true&sd=true

Have you checked that your GDD is publicly accessible ?
Of course

Is your game set to public on itch.io so we can see it?
OF COURSE

Summarise your game!
You are the final say. The judge, if you will. The one who decides who on death row deserves life or not. As designated by the Supervisors, you enter your room of judgement, read the reason that the prisoner behind the window is on death row, and use the terminal before you to decide their fate. Though not everything is as it seems… you know the Supervisors can be harsh, and that everyone has a story. And the guards behind you do love to give you pointers on what to do. But in the end, the answer is left up to you: Will you listen to a prisoner’s story, or show no mercy?

The game is entirely based on decisions made. Nothing past that.
The game’s ending system is dictated based on the Mercy and Approval ratings you get from your decisions. With every sentence to death, you lose a Mercy point. With every decision made before a Supervisor shows up, you gain an Approval rating. And vice versa for both, of course.
Because of this, the game has 4 total endings currently implemented.

Besides the sound effects (provided by Zapsplat), all of the art, programming and music is entirely original.

Please explain how your game fits the theme:
## WARNING TO PLAYERS ##
## DO NOT READ THIS NEXT PART UNLESS YOU WANT SPOILERS ##

You Are The Weapon, while may not seem directly linked to the core of the game (depending on how you look at it), is more clearly revealed through discovering the endings. In these endings, we discover that the player is not only deciding who dies and who lives, but also actually killing the people who they sentence to death themselves. Are they human? Are they a weapon engineering by humans? Are they even truly, “alive”? All good questions. Anyway…

## END OF SPOILERS ##

Is there anything you'd like the judges to pay particular attention to?
TO THE JUDGES: You may notice that the game does not scale with window sizing changes - this is because I failed to remember to set a singular setting in the Godot settings to allow for window scaling in the game. I did not add this fix after the deadline because I thought it'd be against the rules. 100% scaling on a full screen browser works just fine for me though. Apologies!

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Comments

Submitted(+1)

Not sure why you've gone unnoticed for so long.

I enjoyed this! It's giving Stanley Parable cross Reigns: Three Kingdoms. The music's evocative, text & scream SFX feel good, and atmosphere fits well into the dark, cold executioner's box vibe.

The loopiness of it made me wonder if I was replaying the same content or progressing through it. I wanted to rebel against the Notice in almost every transaction, so I listened and spared every prisoner.

Some improvement details:

1. The kill / spare controls on black are a bit hard to see. Try boosting the contrast so that people with accessibility needs can play it too.

2. The contrast for the background / movement is really really low and I couldn't really make any details out. I think you have an opportunity to hide details about the nature of the player's reality in the edges of their view, so that if they look around they might want to ask more questions.

3. Who is the Notice? I feel that giving more life to the narrator could help build tension when the player goes against its wishes. E.g. you could explore what happens when the Notice isn't honest about everything; you're not the judge, you're not in a court of law, this is lawless, horrific, etc.

4. Having a thumbnail in your game is going to go a long way to getting noticed in game jams. Check out the top contenders and you'll begin to see a theme. You don't have to go crazy with it, a lot of people just scratched out a title over a blurry blob of colour and it worked perfectly.

Overall, this was a fun exploration of the theme and I hope you had as much fun making it as I did playing it

Developer

Thanks so much for the feedback! Will definitely look into what you said - the hidden details on the edge of the player’s screen I especially like as an idea