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A jam submission

Tremblay Kinfolk OverdriveView game page

Vaporwave action sitcom, ft. an existential crisis
Submitted by futur_null — 1 day, 10 hours before the deadline
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Tremblay Kinfolk Overdrive's itch.io page

What would you like feedback on?
Allround feedback would be nice. Did you get a strong impression of the game's world? How're the a e s t h e t i c s coming along? How did you feel about the gameplay?

What did you update?
Mostly I've added a lot of content (including dialogue portraits and another level) and rewritten most of the dialogue. Details are available in the two most recent devlogs, if you're interested in the details.

Name of updated upload (if downloadable)
The updated versions are pre-pended with "[current version]" and have the version number 2.1.

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Comments

Submitted(+1)

"Hey! Isn't that Tremblay from Tremblay Kinfolk Overdrive?"

Really interesting concept! I was only able to find 40% of the secrets though.

I love the commentary on the cookie-cutter genre that sitcoms became in the late 90s and into the 2000s. The vaporwave aesthetic is really there, specially with the statues! Canned laughter and applause were a very nice touch to the storytelling, you were only missing the overly exaggerated crowd excitement when the cameo celebrity makes their appearance.

Overall:

I like the premise and the episodic progression, it adds a lot of room for more development without having to tie one story to the other. As for the gameplay, it could be a bit more dynamic, maybe with more obstacles to fight and maybe even some power ups for the shots. The music did feel a bit repetitive, maybe use some 90s music as inspiration for the songs Alex would be listening on his headphones?

Interested to see where you take this project!

Developer(+1)

Fortunately, the final episode ends before the celebrities actually show up; we would've needed standing ovations from the studio audience for sure.

Your point about the combat system makes sense. The gameplay wasn't really the priority with this one, but it could be more varied. If I was to develop this into a full-length game, including power-ups and more "arena"-like settings with more complex enemies would be a good way I go, I think. It's something worth investigating.

I'll look into having more than one song per day at least, and perhaps include a wider variety of pop songs. Right now it's all from a fairly narrow genre, but I'm sure there's some '90s cheese I can dig up.

Thank you for the kind words!

Submitted(+1)

Great project! Have finished the game with 20% of secrets found ;-D

I am  general sitcom vibe of the game. Those sitcoms sounds making atmosphrere incrediable!

What I like mostly is those miamy / synthwave  art in the game and story that comes up with a kind moments at the end of each episode. D&D play with kids is my favorite day;-D

Dialogs and portraits looks very well polished. 

Generally:
a e s t h e t i c s -> GREAT!
My feel about the game -> GREAT!

Hope to see more of your projects in the future!
Thanks for this experience!

Developer

Thank you for the kind words! Glad to hear you had a good time with the game. D&D day is also my favourite, I think.

Submitted(+1)

This game has a lot of great things going for it and I think the a e s t h e t i c s are great! Very great feeling to it and strikes a lot of the chords even though I've never watched sitcoms nor vaporwave media at all:

General impression of the world:

Very great style to it, and I'm not an artist at that. There's a lot of small things that I appreciate, from the transitions  to the small tint of purple at the borders of the window. The deliberate size of the window and inability to make it fullscreen allows us to enjoy it at a unique perspective as if watching through a TV. If that was what you're going for, you're a genius!

There's a deliberate comedic touch the the world, with fighting cars using our 'inner strength' (nice one), statues, weird emoticons, japanese words. The combat on its own, is EH, but putting the context of the combat with the world gives it a unique flair to it. The combat is understandably not an important part of the game, and the player knows this going into it.

In that sense, maybe you could dial down the difficulty even more. Or at least, take great consideration in the combat such that players can better enjoy the story. For example, the first encounter with the car on day 1 was relatively difficult for me. Consider making it easier so that player can get right back into enjoying the story (since I think that's the main focus of your game anyway!)

Dialogue and flow:

Having a conversation with the TV at the start of each day is a neat touch. It creates a routine, similar to game loops in theory, that can be build upon, and just as easily be broken down I'd imagine as the story progresses. I did not finish the game and stopped after 3-4 days/'episodes'.

Dialogue is great and well written in the context of a sitcom. They flow naturally and in-character. Outside of the sitcom setting, there are genuinely funny lines, especially when rescuing Lester and him acting as if he wasn't scared was quite good to me.

There is glimpses of depth at each character that is peeled back little-by-little every day which I enjoy. Especially with the main character's place in the family, that maybe he feels inadequate and is reflected by how the uncle talks to him about it. But at the same time, he understands his own situation and does his best. When he takes care of the little sister of the family by making Ramen when their family isn't home, I think that is genuinely heartwarming in a very subtle way which lets me appreciate the character writing you have here.

I may have missed it, but it seems to me that there is no overarching story/plot to the main character, and if there is, he's not actively pursuing it. Or it was not made mention. Perhaps it is a difficult goal to approach in the sitcom setting? In any case, the episodic nature and the lack of the overarching story/plot leaves something missing in my heart when I was reading through. I WILL say though, I did find myself wanting to continue when I was stopping for the time so you definitely did great strides in keeping players engaged! So take this how you will, my feedback may be wrong.

Overall, I think the dialogue is well done. You've made a great decision to have the main character be its own personality rather than a self-insert. I think it meshes well with how everything else works, and within the setting of the story. Well done!

Developer

I'm glad you enjoyed the game, especially the a e s t h e t i c s! There's 4 levels or episodes in total, so you did end up seeing most of the content that's in there right now. (Specifically, there's the one with the car, the one with the D&D game, the one with the school, and the final episode with the two different endings.)

The sitcom theme with the exaggerated characters and cheesy jokes is very big and loud, so it's great to hear that the subtler touches came through. You picked up on a lot of the details. It's true that there's no over-arching plot, since that's not how it works in sitcom land, and the episodes are more connected through characters and themes. The main character's sense of alienation is meant to be a bit of a through-line, for example. The final (4th) episode does sort of wrap things up, though.

The gameplay wasn't the focus, as you've written, but it's admittedly a little weak. That's something I'd need to work on, if I was to develop this into a longer game. I didn't want it to be a pure walking simulator, but perhaps making it more relaxed would've worked better. I'll have to look into that.

Thank you so much for all the feedback, this is really useful!