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A Heart Ever Wandering's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability & Innovation | #11 | 2.000 | 2.000 |
Fun & Appeal | #11 | 2.000 | 2.000 |
Overall | #12 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Very abrupt game, and the main character was old even in his flashback (his wife also had the same last name)
Game Name
A Heart Ever Wandering
Developer Name(s)
SimProse Studios
Genre (especially if not a turn-based RPG)
Adventure/RPG
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Comments
Hello there I played through your game! I enjoyed your narrative story and exploring to gain all the clues. There were a few mapping errors where some trees were only half there, and I really enjoyed your cliffs structure on the first map, though the later far left area cliffs and stuff were a bit weirdly structured, but I also know it's not always easy to map out what you like and you had limited time on this project. I found the flashback scenes and the curiosity of what happened to Stephanie to be quite sweet. Some flashbacks and thoughts on Stephanie, well it was heartwarming to read through those short moments in the story. Gameplay wise I felt it was a bit too simple, I suppose it's meant to be like a visual novel so that is fair but would be nice to add something perhaps like an easy challenge to the gameplay. I wasn't a fan of the point where the game decided to end, but it does make a good cliffhanger and I was curious to know what happened next. Overall I did enjoy your game, it felt a bit short but I enjoyed what was there. I enjoyed finding clues to what happened to Stephanie, exploring some areas in the setting and the nice narrative and cutscenes. It felt a bit short but it works. It could be expanded upon to complete the story and also provide more challenge with gameplay. I think you created something quite good which is still all in the right direction. Good luck with what you choose to do next! : )
Oh. So, it was A Heart Ever Wandering. A game which is more a linear story than a game. It's basically go there to get X item then once you have every thing follow the line. There is not even any challenge in getting the items, you just go there and get them. If there were at least something that influences the story, a branching path or something, that would have been nice. But everything I saw so far was linear. So I don't want to sound rude, but from what I gathered, A Heart Ever Wandering barely qualifies as a game in my book.
Now gameplay wise, there is no much to say other than that. So what about the story and the graphics? Well... Graphics are a lot of RTP and maybe some custom tilesets. Which aren't bad. RTP are good-looking on their own. However, the mapping is a bit off at times, but I'll get to that. The sound design is also from RPG Maker MZ RTP, but they are overall well used.
As for the story - clearly the main focus of the game, well... I'm not gonna lie, the story is a good little thriller. It's just sad it cuts short so fast. The story is done after mere minutes of playing. This is way way too short for what it is.
Now, let's get into my critical points - which are mostly going to be nitpicks, but nitpicks I think are worth mentioning.
- The mapping: the fact the police station looks so empty, so abandoned with little to no life, cracks and dirt everywhere. Maybe it is to set up an ambiance, maybe this is part of the story, but I don't have context so for me this falls flat. As for the hills, I noticed some little details that looked off.
- At one point, the player find a cave in the forest. The problem is this is introduces by a clean opening in the ground where a door could fit. That's just odd. Why this choice?
And that's all I have to say. Verdict: I am a bit disappointed in it. It looks... competent. But it just looks competent. The player influence is so minimal and the challenge so... nonexistent that I doubt A Heart Ever Wandering qualifies as a game at all. Don't get me wrong, though. You don't need both to make a game. You can make a game with branching paths everywhere and little to no challenge. You can also make a linear game which is super challenging, that works too. But the fact it lacks of BOTH, player influence and challenge, is the problem here.
And then there is curious details - nitpick I know. Curious graphical decisions - I'm thinking about the police station here. And the story, the absolute main focus of the game, cut way WAY too short.
This game is a bit symptomatic of the beginner Game Master at a tabletop RPG game which railroad his players for the story to happen like he wants to a T without letting his players influence said story in any way shape or form and forcing wins and loses when the scenario asks for it. This is the kind of thing that drag you out of the experience and doesn't make you take the thing seriously. I see you classified A Heart Ever Wandering as an RPG. The problem is I didn't felt like I was in control of anything. A RPG is actually a game where you play a role, where you play as a character. And by extinction making me feel like the story is targeted to me. But I didn't felt like a player, I felt like a spectator. That's not something that should happen for an RPG, that's not something that should happen for a game even. Even when playing a visual novel, players have some agency over the story or their character. And there is barely any Adventure in there. It's just going from point to point, no questions asked.
There you go. Sorry for the ranting, but I needed to put it out of my chest - so to speak. To end on a positive note, the fact I ask for more out of the story is kind of a compliment in a way. That means the story interested me and from the looks of things, I'm not the only one. Now, what you do with it is up to you, SimProse Studios.
Best of luck for the future!
Your observations are accurate -- if not for the fact the story was intended to be the focus of the game. It was not intended to be overly "gamey" in its design to start with. If I had more time and could use more resources I would maybe add a little puzzle aspects to the game, but I felt it would detract from the story's focus in this case. Thanks for your thoughts!
You're welcome! Hope this helps!
Nooo, you can't just stop your game right there and leave us with such a big cliffhanger! :(
On a more serious note: I like the game. It's short, interesting and I personally don't mind that it's more like a visual novel where you're wandering around gathering clues. I'm like super hooked on the mystery.
The only complain I have is with a few of your maps: The cliffs at 'Jacobs Point' look extremely weird and the trees don't fit them as well. The 'Treadwell Gardens' on the other hand were either too straight/artifical (for a bunch of natural growing plants) or not artifical enough (for a proper garden that used to be maintained by people). I couldn't quite figure out which one of these options is the one you intended since the sign on the map talkes about wildflowers.
Also at the police station I noticed this one:
This doesn't look right to me.
The other maps were fine in my opinion. I especially love the river on the very first map. So, good job overall. I was really enjoying the story so far.
Thanks, Kat! Yes, I usually do the maps, and then hire my usual person to take them and smooth out any really rough edges. I tried to do it all myself this time, which was probably a mistake. lol
Cliffs always were an issue for me in particular, for some reason.
Glad you enjoyed the mystery. If there's enough of a good response, I may go back and finish the game up (polishing up some maps of course) and adding some custom music and assets and make it a full game.
I finished the game build and I really enjoyed the mystery so far! I was really curious how things would end up though, as that cliffhanger for to me. xD :D But it was really nice, and I love the story details with the wife, and leaving you with questions that hook you towards wanting to get the answers! Great job on it so far, SimProse Studios! ;)