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A jam submission

Twisted FatesView game page

A rhythm-stealth-action anthology game about 9 people with connected fates.
Submitted by Shandy Pants Studios β€” 7 minutes, 6 seconds before the deadline
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Twisted Fates's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.8364.241
Modifier#24.2214.667
Overall Good#43.8194.222
Gameplay#53.6184.000
Graphics#63.9204.333
Sound#63.7194.111
Overall Bad#173.7194.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
The game contains all 172 modifiers, in some form or another, laced throughout the entire game!

Any additional information for voters?
Hope you enjoy!

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Comments

Submitted(+1)

Only played through 2 of the episodes so far, but wow, those have been great! Haven’t been part of the SBIG jam for long enough to recognize all of the references I think, but the writing and presentation are still immensly enjoyable. Gameplay is also perfectly fine, though maybe not groundbreaking. Loved the saxophone dino storyline, I felt very bad for the poor guy. Overall, one of the best entries I’ve played so far, great stuff!

Developer

Thanks so much for trying and I'm glad you enjoyed! I promise Alfred the Dinosaur's story has a happy ending  😊

Submitted(+3)

Wow! Now THAT was a game!

I was immediately excited when I saw the name of the first level, but oh man I was not ready for my own creation to be lovingly recreated in Shandy Pants format! The dialogue was hilarious and I loved all the little details added in. Man I REALLY need to get back to making that sequel.

I really liked how the QTE's had different little musical stings and had letters corresponding to the level or event. The QTE's were sometimes a bit slow but aside from that I thought they were great!

The different scenarios and context's for the QTE's in each level was really cool and must've taken a helluva lotta work. And seeing the modifiers worked into the game was fun to pick out individually.

Also oh my god I was not prepared for the OOPS level, I giggled for pretty much the entire opening cutscene!

And the ending sequence in the dino level was an unexpected treat. Surprisingly good singing voices!

And maybe it's just me but I found rotating the player camera could be a bit sluggish. It wasn't a huge deal since it wasn't needed that often, but for me it was definitely noticeable during the tower climb in the first level.

And I have to congratulate you for having a more detailed credits sequence than me lol.

Great work!

Developer(+1)

Really glad you enjoyed! I  have to  admit I  loved working on the "Town with no name" storyline πŸ˜… and I tried to keep most former SBIGJam references a secret as far as I  could! 😊

Yeah the musical QTEs were probably the most difficult mechanical part of the game, as I  had to deal with them in a whole load of different varieties (playing in sync with the music, having a bit of leeway, having them play dynamically in a looping track, having to play in a specific section of a track looping then move on to  the rest of the song, having multiple ones played concurrently, playing in both cutscenes and gameplay, and adjusting for multiple time signatures and tempos).  I had to play it fairly safe in the end have the music play for 1-2 bars before they appear on screen, hence why they can sometimes feel slightly slow, but that's probably something I  can probably solve now I'm not stressing about getting all the content finished πŸ˜„

Really glad you enjoyed the music tracks! I didn't know how they'd turn out since it was just me and a voice changer doing all the VA, but yeah I'm really happy how it turned out!

Yeah that's a good point about the camera rotation!   I tried to keep a balanced between speed and precision but also I barely used it when testing except in  certain circumstances, so I didn't put a whole load of QA into that part  πŸ˜… Maybe I need to try an IMGJ sometime!

Thanks so much for the detailed feedback!

Submitted(+2)

I had such a blast with this game. This entry has the best implementation of the modifiers I've seen in the whole jam so far. It also encapsulates the So Bad It's Good feel perfectly. My only nitpick is that sometimes the QTE sequences took a tiny bit too long, but that's a minor issue. Amazing entry!

(+1)

This was so good!  Most of these entries are amusing for a couple minutes, but yours had me hooked till the end.

Submitted(+1)

That was a real tour de force!

The callbacks to earlier SBIG games were brilliant, but kinda made me wish that all the sections were callbacks to earlier SBIG games.

It's hard to pick a favourite section. The blatant Britishness of the Town With No Name section contrasted against the American setting was hilarious. The Alfred section was probably the funniest, but I loved the banality of Hotel Mario as well. I think the weakest section was the cats one which was just kind of meh, the last button one was hardly a game but it was funny enough to get away with it.

As a side note I want the SBIGBox to be a thing now. 

This isn't really a critique of the game, but this looks like a lot of effort for not a lot of runtime and very little actual gameplay. I enjoyed it, but I'm still not sure how you managed it in a week.

The choice of third-person roaming plus QTE for gameplay was smart; it was never amazing but worked well enough in every setting.

The ending was a bit anticlimactic to be honest. The meaning of the "epoch time overflow" twist got me chuckling (was that one of the modifiers?) but the game built up a lot that didn't really come together except in the most literal sense and I'm not a fan of Monty Python-esque anti-endings.

The idea of breaking things up into chapters was smart, but it's really missing that connection at the end.

The style is a bit different from previous entries but still feels along the same lines. Uncanny valley goes a long way toward SBIG-ness because it isn't as immediately weird as some of the blobby creations of the past.

I only noticed two bugs, both fairly minor. The dialogue bugged in the votebot sequence, with the subtitles a few lines behind. Maybe because I briefly tabbed out? And the green glow on the money in the menu is not quite right, fading out toward one side.

I think the only thing that really annoys me is the ending. Other than that it is one of the longer entries and it's a bit of a slow burn; I put aside time specifically for it but could see myself getting frustrated if I went in blind.

Developer

Thanks so much for playing! I'm so glad  you enjoyed the playthrough!

Yeah in terms of the ending, I was originally planning a complete anti-ending πŸ˜… (I find that sorta thing kinda funny) but settled on something slightly more wholesome. As with pretty much every level of this game I used it as an excuse to cram extras in I couldn't find a use for elsewhere, but yeah I can get why  it's very underwhelming when I lie about there being  a grand conclusion that links everything together lol.

I guess in terms of gameplay I wanted to make something that was slightly more of an experience than a  challenge. I feel like in previous entries I did, some questionable design decisions on my part made some sections frustrating (especially platforming sections πŸ˜‚) so my aim this year was to make a game that no-one would ragequit for the most part πŸ˜„.I guess it's an interesting challenge for me next year to see how I can put more of a gameplay focus into my projects without making things overly difficult for a jam game.  

I'm still trying to work  out some of the kinks with the unity animator, and  I'll see if I can fix the specific dialogue bugs. I think it's caused as the unity PlayableDirector sometimes skips frames without calling signal tracks when   tabbing out, but I've found it a fairly difficult issue to replicate. Maybe just yoloing and turning  off pause in background might be the best way to resolve it πŸ˜† (but then     I would definitely  need to implement a pause button which doesn't play nice with timelines ether πŸ˜‘).

Hope you  had a great time with the game, and thanks so much for writing such detailed feedback!

Submitted

Couldn't play! For some reason, the UnityPlayer.dll file is said to be missing, even though I clearly have it when I unzipped your game. Please let me know if you get to resolve the issue!

Developer(+1)

Hi Tuile!
I can't seem to replicate your issue at all 😭 Could you let me know your OS and whether you've downloaded through the website or itch app? I'll try and see if I can get to the bottom of the problem πŸ˜€

 Thanks so much for trying and sorry for the issues!

Submitted

Hey Shandy!

I downloaded it onto my Windows 10 (PC), and I installed it via the itch website, not the app!
I hope you can figure out what happened! This kind of pesky bug is so frustrating to deal with!

Developer

Hmm difficult! My only advice would be to try download the latest version (V1.3), as one of the earlier builds didn't upload properly πŸ˜… If that work I'll look into releasing a WebGL version of the game which should hopefully rectify that specific error! πŸ˜€

Developer

There is now an experimental WebGL version live as well, which can be played in browser! πŸ˜€