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Forgetful Insomnia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #8 | 4.000 | 4.000 |
Features | #14 | 3.400 | 3.400 |
Overall | #15 | 3.400 | 3.400 |
Gameplay | #16 | 3.400 | 3.400 |
UI/UX | #26 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- An interesting idea, which I found to be very well executed. The game idea is very coherent with its visual and audio aesthetic, and the core game mechanics support this aesthetic nicely. I appreciated the addition of atmospheric cutscenes, which I thought were well produced. The dual camera concept is an intriguing one. I found that looking at the 3D view was a little disorienting, which does fit the horror genre you were going for, but was challenging for my eyes to process at the same time as the rest of the screen, so I spent most of my time looking at the map view and occasionally glancing at the 3D view. Perhaps there is scope for iteration on this idea to increase coordination between the two perspectives. Some accessibility options would be nice here too, e.g. reducing or increasing the size of the viewport, configuring the amount of screen shake on the camera, or increasing contrast on the top down view. I had some issues with the controls, unfortunately. Though slow and deliberate clicking appeared to work fine for the most part, occasionally the player character would get stuck in place or run in the wrong direction for a few moments when I clicked another square to visit very soon after a previous click. Human players are prone to misclicks, so perhaps it would be worthwhile thinking about how to allow players to smoothly correct their navigational mistakes, especially in moments of panic when an enemy is bearing down on them - the player should never feel like the game's mechanics were the cause of the failure rather than the player's own misjudgement. In terms of the core gameplay loop, I'd be interested to know whether you have any ideas of how you could evolve the gameplay to provide increased player engagement and challenge. Perhaps you could think about how to develop and incorporate some systemic gameplay, which will ensure the player has to remain alert to the evolving nature of the game world, and can increase replayability considerably, especially in games with random generation as a core part of the gameplay experience. Darren Ferrie Senior Programmer Supermassive Games
- I think this is a solid game and something you should be proud of. I just wanted to give some detailed thoughts/feedback: 1. Based on what you said in your document, it doesn't sound like you really planned what you were going to make, you more had an idea (2 cameras) and just saw how far that would take you. I know coming up with ideas can be difficult, but its always worth at least having a basic plan/flow for your game and seeing what happens. Its okay if you abandon/change the plan, but its still worth having something. 2. You have a great cutscene (I like how you had an idea and didn't abandon it when integration in Unity failed, solving the problem instead - great!) but then a not so nice Controls screen. This is the 2nd thing that people see, so be wary of your flow. Maybe instead going from Cutscene to Menu and having a Controls option on there would have been better. This point isn't so much about the look of the Controls screen but the flow of your game. 3. Be careful having auto fade on the initial tip. It should be click to dismiss as people have different reading speeds and its usually best to give the control to the reader. 4. There was no tutorial explaining what you have to do, the boxes in the room then only add to the confusion as you link those to the initial tip. Its fine if you want to be vague/let me people work it out, you just then need to be more careful about what you have in the world, or have the Easy difficulty option be more 'hand holdy' (i.e. you see the key in the top down view). Either way, I'd recommend removing the boxes from the first scene, they just add too much confusion. 5. There was no real reward/victory for winning. Playing the final cutscene in both cases took away any real reward of seeing it. If you split the cutscene (first part walking away = victory, second part being eaten = loss) then you could have made both feel worthwile/rewarding. The quote was nice, but I'd use this more a loading screen message. I know its not easy making your own game and coming up with all the ideas on your own, especially in a short time frame. You should be proud of what you've achieved, great job!
- Loved the cinematics, visuals and the two camera system. Hence it misses some way to teach how to play it , the game has a great approach . Definitely a great game for a rising star. Top notch ! Keep it up!
- Lots of good things about this game. Loved the difficulty setting options, the switch between game types as you go to the door world. It's good to see use of AI, and good to hear sounds. In general it feels like you have fleshed out an idea quite far. The idea itself I don't find fun, as I don't like the memory game/adding doors to a sum idea. Overall, I found this to be a game I felt was made by someone who was organised and had a plan.
Challenge Tier
Sumo Digital Rising Star
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